Lightmaps broken after build to Android

I have build my lightmaps in Unity - after I build the scene to Android - the lightmaps are broken, and some of the objects are either half or full black. I have no idea why this is, and I tried a lot of different things like tweaking on the quality setting. The lightmaps are currently set to “not” override on android build, so they should in theory stay the same?

On the images you see the problem on the chairs.

79978-ineditor-resized.png
79979-screenshot-2016-10-13-00-04-48-resize.png

EDIT:

Things I have tried tweaking so far without success (I will only mention the things that makes sense, I did alot of “this does not make sense to try, but what if?”:

Lighting → Object

  • Increased “Scale In Lightmap” for the affected elements.

Lighting → Scene

  • Atlas size under “Baked GI” increased/decreased
  • Clear all lightmaps to build from scratch
  • Baked padding increased

Edit ->Project Settings → Quality

  • Tweaked about everything to see if it would change anything - no dice

So, I believe that I have found the solution to the problem.
Apparently, when building to Android, it is unable to have both a secondary texture in the material and a lightmap on a second UV. This is why it works in the editor, but not when building to Android. And this is why it would work on some objects (That would use the primary UV) and not work on other (the ones that used a second UV for details)
So the way that I solved this, was to go through all of the objects, and remove the secondary maps - this have of course given me other problems :slight_smile: But now I know how to solve this - and I know more about how to build 3d models for Android in the future :slight_smile: