Mesh Baker is a nifty tool that allows us to merge duplicate objects into one single mesh. This allows us to reduce seams in the lightmaps and prevent that ugly ‘disco ball’ effect.
In the hierarchy, right click > create other (near bottom) > mesh baker > mesh baker
Once you have the mesh baker in the scene, select it and toggle the settings near the bottom: Clear Buffers after bake = true, Disable renderers on source objects (it will then say enable, which is correct)
Duplicate this mesh baker as you will need several per scene.
Work in chunks, knowing that only 3 lights can affect an object at once before you run into flickering.
Select a set of objects with the same meshes. These should all be walls, ceilings, or something else frequently repeated.
Drag them into a mesh baker under the “objects to be combined”
Scroll to the bottom and click Bake. This should generate a CombinedMesh object in the hierarchy.
Lastly, check that the mesh baker disabled all the mesh renderers on the original objects, else you will have z-fighting. Do this by clicking any of the original objects and checking that their renderers are disabled in the inspector.
Congrats! Repeat steps 3-8 until all frequently repeated objects have been merged into larger objects, then you're ready to bake.
These are the settings used for the tutorial; on other character levels, you may want to alter the lighting colors. Once standards are set, those colors will be added here.
Point Light - Color HexDec: DDBFFFShadow HexDec: 6B7AA0 Environment Lighting Color: Default