Lightmapping visible edges between modular pieces

Hey, I have solved a lot of issues with lightmapping lately but still have a really annoying problem. Here is my first thread to my lightmapping adventure with enlighten and tells the front story: Lightmapping issue, black lines between meshes - Unity Engine - Unity Discussions

Anyway I could get rid of those black shadowlines between the meshes playing around with Hard Angle and Pack Margin. So the big room looks kinda ok now (still not perfect). Now its my corridors whats making me troubles… The light and shadow what gets baked on the walls, floors and ceilings getting completly cut between the modular parts and looking different so a visible line at the edges appear.

What I dont understand is that everything looks good before I bake the scene like in those screenshots:

and another screenshot from another corridor perspective:

But as soon as I bake it (cleaned cache and cleared baked data) it turns to that:

and the other perspective:

Here are the settings I used with this bake:

And there will be no difference with changing values here. I tried pretty much everything in Baked Resolution from 1 to 200, Baked Padding from 1 to 40, Indirect Resolution from 1 to 10 and Atlas Size from 1024 to 4096.

The modular pieces are all about 4 by 2 by 2 meter and perfectly lined up. I used maya to lay down the objects and checked all vertices which connect one piece to each other. There are no gabs, no difference in height, nothing…

Did I miss another settings window where I can play around? Is smth else having an impact to that?
Another idea: Is there smth like a script which makes a single mesh out of some particular meshes, then bake the lightmap? And during playtime I get back seperated meshes for occlusion culling reasons?

So I dont know… end of my latin, no ideas… maybe someone can help me out here?!

so long…

Edit: So I just made a new clean scene and there is no problem with the corridors at all…

Try unchecking both baked GI and reflection sources compression and see.
You may set bigger atlas size per each important objects if the issue still appear.

As far as I know if I uncheck baked GI Lightmapping is not working at all?! I scaled the wall meshes up though, but no difference… Its even worse

No. I mean the compression checkbox only instead of whole thing.
And scaling the lightmap atlas size per object up instead of the actual mesh.

I shoudve been more particular in what I scaled up but I mean the “Scale in Lightmap” option under Lighting - Object and not the mesh itself! Yet there is no difference or its worse when I scale it up to 5 or 10 …

Okay. Finally you can try enabling the final gather with 256~1024 and see.

hey… I did not try final gather, cos it takes much longer and I tried it before some times without any affect. But I now figured out a way which is decent, somehow, not perfect but decent enough after a bake process! The only problem is, as soon as I push play in the editor, I can see the filesize of the lightmap decreases 1/3 of its size after bake (from 64MB to 16MB). Probably some compression… But I turned it off and if I look the texture itself I dont see any compression activated via override or whatsoever… So I assume its getting automatically compressed by ETC2 texture compression by the build settings. But I dont know… I only know its ok straight after bake and as soon as I look at it ingame its getting messed up again!

Edit: Using Atlas Size 2048 seems to work. Now I have 2x2048x2048px and it keeps it while playing… So I assume I cant go up to 4096 for Android devices?

So it’s the build compression settings affected it. Glad that you found the solution.
I had tested some mobile devices before and realized that not all can support 4K textures.
Although mobile technologies now may not be a problem but I suggest to stay in 2K more safer.