LightMapping only working in editor when lightmap tab is open

So I’ve been starting my first 3d project and have been looking into mechanim / lightmaps / occlusion maps / LODGroups to see how to integrate them. Thing is in my small test scene I have been using from a tutorial project I recently noticed the number of draw calls and shadow casters only drops when I have the lightmap panel up in the editor. If I click on the hierarchy tab or something to check things my draw calls triple,shadow casters increase by x5 or more, and my main thread time triples. This worries me as this seems to indicate that it is switching to real time shadowing on all objects and when I work on a more complicated scene I want to be certain the lightmaps are being used. Is there something special I need to do to guarantee that lightmaps are always being used outside of the shadow distance I indicate in editor. I don’t want a more complicated scene to suddenly crash / stall out because it switches to real time lighting.

This occurs WHILE the game is playing in editor, but profiling a built version it appears that the development build uses the lightmaps correctly (Draw calls and tri’s match the version that in editor I’m certain uses the lightmaps).

Figured it out I have to go to project settings and set the shadow distance there.