U3: Lightmapper - shadows of objects on terrain?

I’m having trouble getting the lightmapper to calculate shadows of objects on terrain. It does calculate trees and mountains correctly, but all my buildings have no shadows on the lightmap. Realtime shadows work just fine, and the buildings as well as the light source are set to static, and they have mesh colliders.

What am I missing? According to the documentation, it should work. I’m baking only the terrain using “bake selected”, if that makes a difference (but it shouldn’t).

All objects that are to be taken into account for the lightmap calculation need to be selected. So if you want the building to cast shadows then they need to be selected as well.

Ok. That also means they are going to be lightmapped, yes? I may not want that. Is there a way to have an object included in the lightmap calculations for everything else (e.g. the terrain) without it being lightmapped itself?

Reason - I’m working with multiple LOD models here, spanning lightmaps over all of them is something I’d rather wrestle with later.

I don’t usually bump, but I really need an answer here.

My best solution so far is to somehow dynamically generate dummy objects that I can lightmap and then throw away, but it’s not really the best option.

Another solution is to set the “Scale in Lightmap” for all of the the objects that you’d like to have cast shadows set to 0. This is one of the few settings in Unity that can be set for multiple objects at a time.