UVs for lightmaps getting lost in Unity Pro

I’ve got several objects that I imported as a single fbx file from Max. Each has its diffuse texture mapped to UV 1 and its lightmap mapped to UV 2.

(I used Vray to bake the lightmaps)

In my Unity project, I use either the legacy lightmap shaders or a custom shader

In Unity (free version, 3.4), everything works great

In Unity Pro (3.4), as soon as I hit Play, the UVs for the lightmap get messed up - but only on some of the objects!

has anyone else seen this behavior? I’ve doubled checked the objects and UVs in Max and can find nothing odd

Assuming it’s Beast related?..

If it happens only in Play mode it makes me think it’s probably some issue with Static Batching. Try turning that off in the Player Settings and see if the issue is still there.

WOW! That was it! I dinked around with it several hours yesterday with no luck and all it took was turning off one check box!!!

OK, I am mystified… each object has its own material and own lightmap. Several objects share one or more of the diffuse textures, though. What led you to think it was a static batching issue? I would never have thought to look that direction. Is it the UV 2 channel that is the spanner in the works?

So rather than turn off Static Batching for the whole scene, I’m thinking I would be better off just unchecking Static for the objects affected? Since they have unique materials, they need their own draw calls anyway, right?

Thank you so much for solving this!