So, I am working on a project that uses very large scales and I am having some issues when objects get over a certain threshold with unity5 (p2). I was hoping someone could help or point me in the right direction? It used to be fine in Beast :/ Basically I get very "dirty" lighting with artifacts. Its actually really bad in my project but I can demonstrate it to a lesser degree with a very simple process: 1) create a new project 2) change the following lighting settings (to reflect the large scales). Leave everything else as default: a) turn off continuous baking b) turn off Precomputed Realtime GI (otherwise this will take a while!) c) Set baked resolution to 1 d) Turn off compression (otherwise its even worse) e) set indirect resolution to 0.001 3) add a cube and make it 10,000 x 10,000 and make it static. 4) in the lighting panel, sent the objects scale in lightmap to 0.04 (so it will fit in the lightmap) 5) now bake. You should get this result: I have objects that are up to 25,000m in size and need to work out how to bake these without any noise. Here is another simple mesh (14,000m wide) in the same scene which shows it much worse: Any ideas?