Lightmaps in 5 take more space.

@Aras Hi, up to Unity 4.6.3 we could compress the lightmap files compressed with ETC for android.
Now it’s either 16bit or 32bit and it creates some huge apks. Am i doing something wrong, or is it a limitation with the new engine? Both engines used exr files…

Hi! We are aware of the compression issue (also logged in our bug database) and will work on getting a fix into a patch release soon.

@KEngelstoft I also have one more question, i can’t use mobile/unlit shaders anymore for performance with forward rendering on U5, it goes black. I need to change to one of the legacy modes that makes the few objects that have highlights or reflections to look bad/weird.
Is there a way to have mobile/unlit work with lightmaps in the new forward mode? That’s one of the last gripes i have.

Hi! mobile/unlit seems to be broken. Oops! We will fix this of course!

I have logged a bug on this, so you don’t have to create one.

@KEngelstoft Hi, i see there’s a patch. Is the shader fix included?

No, I don’t have an ETA for the fix yet.

Is it something that i can modify the shader with, or is it something deep in the engine itself?

Try using a different shader, until the fix is available.

I am, i’m just trying to make it as smooth as possible to as many devices as possible.

Well the Mobile/Unlit shaders are great now, but Mobile/Transparent/Vertex Color still flickers on android. (But not iOS).

Mobile/Transparent/Vertex Color sounds like a separate issue and I see that you already reported this.

Have to say though, there is a felt difference between Unlit vs diffuse if you run things on a Tegra3.
Though nothing when you run things on an iPhone6 or Snapdragon S4