I have noticed that in Unity 5 it appears that static batching operations do not function correctly with scenes that contain multiple lightmaps. If I have, say, a cube and a sphere in a basic scene and bake a lightmap out, the cube and the sphere (when marked static) will behave oddly when they belong to different lightmap files. Namely, the objects do display 'Combined Mesh' in the Hierarchy if viewed while the game is running, but the batches are not reduced as expected (still 1 pass per object). If anyone could shed some light on this issue it would be much appreciated. The massive scale and complexity of the scene I am currently working with results in 4 lightmap files, meaning that a LOT of batches could be saved if I could find a way around this issue.