Hi all, I'm getting a warning on some of my assets that the lightmap UV is overlapping - the problem is, I'm already letting the Unity importer generate them for me. Is this possibly a bug in the importer? Or are there situations where the importer simply isn't able to generate proper lightmap UVs? I also get weird coloured splotches on my lightmaps, so it isn't just a spurious error message but really an issue with my UVs. See attached files for pictures of the error message and lightmap results. Edit: I think I found the problem. Unticking "Optimize Mesh" and "Weld Vertices" in the import settings makes the UV warning disappear. Still seems like odd behaviour by the importer - this makes me think the UVs are generated before changing the mesh geometry for optimizations, which makes little sense to me. Also, I am still getting random colourful patches in my lightmaps (bright red, green, teal). It looks like light bleeding and I tried upping the UV margin / lightmap padding. However, the margins are at 32 pixels, padding is at 12 texels and I'm still getting these patches. There is no coloured light anywhere in the scene, so I don't even understand where it would pick up those patches. Basically, there is no part of the lightmap where it should legitimately be bright red, I don't even have objects with red diffuse that could be scattering red light to nearby objects... Edit2: Nope, getting the overlapping UVs warning again even though vertice welding is still disabled. At this point I'm pretty much at a loss, I have no idea what I changed. I was playing around with different Hard Angle settings for the UV generation, but setting it back to the original value doesn't make the warning go away. Please help.