Here's a simple setup: MainScene is empty, no lighting. Room1 is baked with lightprobes. Room2 is baked with lightprobes. All baking is Full (direct and indirect, no realtime GI. Using latest URP on 2019.3.11 for Android). Scene flow: MainScene additively loads Room1 > Room1 is set active. > Room1 unloads > Room2 additively loads, sets active. Expectation: We load into Room1, get Room 1's lighting, when Room2 loads, we get Room2's lighting. Reality: We load into Room1, get Room1's lighting, when Room2 loads, we still get Room1's lighting. Fix attempts: 1. Removing lightprobes from Room1 causes Room2 to have no probes at all, black lighting on dynamic objects. 2. After 1's results, running LightProbes.Tetrahedralize(); broke all lightprobe data, throwing probes all over the space and rendering insane harmonics values (super ringed, negative blacks, full whites etc.) (see gif at the bottom) 3. Setting Code (CSharp): LightmapSettings.lightProbes = null; LightmapSettings.lightmaps = null; After unloading Room1 before loading Room2 causes Room2's probes to load correctly (can see the lightprobegroup gizmos in scene view), but not actually contributing lighting to the scene. 4. Running LightProbes.Tetrahedralize(); at this stage keeps Room2's probes in correct locations but resets their values to some default skybox gradient value by the looks of it (nothing is exposed so can't say for sure) but does make them contribute the newly-wrong reset lighting to the scene. Here's results of step 2 for your amusement: I've wasted the whole day trying to debug this. Please don't suggest I put everything into a single scene to bake. What I expect is the flow I describe, as it used to be default behavior. Something changed and that's no longer how Unity works, what is going on?