Messed up GI UV's on clean geometry

Hey guys,

the project I’m currently working on is due to be shipped pretty soon and I can’t really figure out how to make Unity generate correct UV’s for the realtime baked GI. It seems like the object’s UV’s are completely off.

Here’s a screenshot in shaded and clustering view:

https://vgy.me/8xFULG.png (looks pretty okay to me)

The settings I use for the object:

And the preview of the map for the walls:

I’m using a global resolution of 0.2 texels per unit. Any ideas on how to fix this? This isn’t the only object where I’m having problems with this, but pretty much all my buildings.

Greetings

Do you have “Generate Lightmap UVs” ticked?

Having lightmap UV’s made it just a bit less messy looking, but still broken: https://vgy.me/mZ99C2.png

Found it out. I had slipster216’s Vertex Painter in my project. Seems it was messing with the UV2 channels of the objects. As soon as I removed the vertex painter and removed all the script references it applied to nearly all gameobjects in the scene, the output is clean as it should be.

Who would’ve known…