Unity Preformance with Lights

I notice that Lights have a hit on Preformance. Is it more Efficient to use a large light covering the entire level or a few smaller lights.

There are a lot of factors that can play into that.

  1. Are you using Deferred Rendering in Unity 3 or forward Rendering. Deferred Rendering costs performance based upon the number of pixels a light affects, so many small lights are pretty cheap.

  2. If by a few large lights, you mean directional lights, then it will almost always be cheaper to use a few directional lights than many point lights, no matter how much screen space they take up.

Is Lightmapping The Most Effiecient

yes cause it means no lights at all, its all static