lightmap issue - "Nothing to bake"

Hello, I am a new user.
I am building a test level and tried to bake lightmaps.
All my meshes are marked as Static but I am getting a message that says:
“Nothing to bake. None of the selected Mesh Renderers or Terrains in the scene are marked as static. Only static objects will be lightmapped.”
Please let me know if there is a fix for this.
I assume it is something simple that I need to do.

did you select the items you want to bake in the object tab of the lightmap settings?

Yes, I selected all the meshes in my scene under the object tab of the lightmap settings. Still getting the error message.

Did you ever solve this? I’m having the same issue. I have a room with a desk. They are both ‘Static’ yet only the desk will ‘Lightmap.’ I can can’t get the room to Lightmap. I’ve unchecked ‘Static’ and then re-checked it and I still get the error message.

Did you set your objects as static? If there is nothing to bake, there could be no light that gives you the shadows you want or there is no object that receives shadows for example

I couldn’t get past the error message so I rebuilt all of the objects and imported them again. That solved the problem. Not sure what became corrupt because the original meshes did work for lightmapping initially. But, after some tweaks they just couldn’t be recognized as ‘static’ anymore even though the switch was checked. I guess it’s a random anomaly. I hope it doesn’t happen frequently as rebuilding takes a lot of time. I’ll update this post if the problem comes back.

I’m having the same problem. All objects are marked as static but I get this error and there is no bake.

The only way I could solve it was to build it all again. Something gets corrupt.

I managed to fix this by making sure Lightmap UV’s were generated in the asset import settings.

Thanks myertveho, I’ll give that a try. Much appreciated.

You guys have any luck with this?

Sorry but I can’t confirm if the UV trick works or not. I hired a guy to finish the project and haven’t touched Unity since then. Next time I use it, if I get the error, I will remember to try this though.

I can confirm that for me, this issue could indeed be solved in the import settings:
By enabling light map UV generation, as well as disabling any rigs/animations. (The imported model will not have an Animator, which also seems to help)

In case anyone else has the issue:
I just found that a model I had problems with had uvs outside the 0-1 range. I also got the rather unhelpful error that there are no static objects to bake in this case. So if your using your own second uv channel, make sure everything is withing the 0-1 square.

Thx, that was helpful. :mrgreen:

@VanderFeest : Fantastic, it worked. By enabling light map UV generation :slight_smile:

The reason “enable lightmap UV generation” works is because the UV’s from your 3D package goes beyond the 0-to-1 UV space. If you don’t make your own lightmap and leave the autoUV unchecked, it will use your primary UVs for lightmaps as well. Wether you use that, or make a dedicated lightmap UV set in the second UV set, make sure there are no UV’s creeping across the 0-to1 UV space. Beast doesn’t like that (I assume since its UV packing algorithm seems pretty simplistic, just square bounding boxes stacked. Maybe it just grabs your 0-to-1 UV space and uses that as a bounding box).