Weird baked lightmap uv`s and no shadows cast on other objects

Hi guys,

I wanted to rebake my lightmaps, I have never had this problem before.

The baking result shows really weird almost like displaced shadows on the objects. And casts no shadows on other objects.

I created a knew scene, and placed part of my old scene in it. And I tried baking again and it works how it should. However when I rebuild the scene (in other file) the problem starts occuring again.

I`m using single lightmaps.

Look at the streetlight, building wall and wooden wall. Im having this problem almost everywhere in the scene. As you can see I also dont get any shadow on the ground.

I am having a real hard time chasing this problem down.
Anyone got any ideas on this?

We are having an issue with a universal shader (that is, every channel is open, we call it DSGNRF for diffuse, spec, glow, normals, etc) that is casting a shadow on standard shaded objects but not on other DSGNRF objects. Sorry I dont know how to help you. :frowning:

I found out it has probably something to do with using a lot of the same prefabs. Why this is causing problems is still a mystery to me.

Right now I`m using 1 single fbx file that has 1 mesh of each building in the scene.(So, a lot has been duplicated.)
When I recreate the scene in 3ds max, then import to unity the shadowmaps work fine, however I do not want this because of file sizes.