Lightmapping not casting shadows on buildings, only the ground?

I have a city environment that I’m trying to bake the lighting in to. I’ve marked all that I want to bake as static baked with various lightmapping settings however none of the building receive shadows, only the ground. There’s an underground part of the city (see image) and again, only the ground receives the lightmapping…

Building for iOS platform, textures are mobile bumped specular with no bump (can’t find a mobile specular)

Any ideas what’s happening?

Edit: for some reason attachments are not working so I uploaded the image to dropbox.

Perhaps you forgot to check “Receive Shadows” and “Cast Shadows” under the Mesh Renderer?
(Or is this for Realtime Shadows only?)

No, i checked them all.

Anyone?

Do these objects/meshes have a second uv set for light-mapping? If not did you make sure to use “Generate Lightmap UV’s” in the Import Settings?

Yeah I’ve made sure to check Generate Lightmap UVs.

I think it might be to do with the scale in the map, I’ve adjusted the settings for the buildings and i’m baking now, so we’ll see if that works.

No, that just gave me 45 1024x1024 lightmaps!

Are the layers getting culled? If your lights cull certain layers they won’t render onto them. Is everything you want mapped marked static? Only other things it could be.

Light culling mask is set to everything. Everything is set to static.