I'm about to make a 3D Scene in Unity, where you can move through a house. But right now I'm stuck with the lighting of the scene. What I wanted to try is to bake my directional light (Sun) into the Scene. But right there is my first problem: If I didn't bake something (clear baked data) it looks quite good, but after baking, the Scene is really dark, what I don't understand, because I set Environment Light and before the Bake everything just looks fine. Here are some samples before the baking, of the settings and after the baking: Before Lighting - LightingSettings-Scene: Before Lighting - LightingSettings-Environment: Before Baking - Directional light (sun): While Baking (like EndResult) - ReflectionProbe Settings As you can see, the Scene gets really dark and it seems that for any reason, the ambient Light/Environment Light is missing after the bake. Another problem is the warning of overlapping UV's. What's the reason for that and how can I fix it? The aim of the project is to also publish it as a WebGL version. But if I build it as a WebGL version and try it on my server, the textures doesn't work. I looked up in the internet and read that directional lightmaps doesn't work for WebGL. But if I switched the directional Mode to non-Directional and replaced the directional light and only baked a Point light, the Texturemaps also didn't work in WebGL.. Does anybody know, how to use lightmaps for WebGL? Thanks a lot!!