So I'm working on a little android project; it's a 3D game with a small ball as a character rolling around on a large terrain for a level. There'll be some spinning collectables along the way, enemies and maybe things like torches/fires to add to the atmosphere. I'm making it for android and am currently testing it on my phone (Moto G 2nd Gen). I'm currently using 2 real-time directional lights and one is casting shadows for both the character and the terrain (the other just illuminates only the terrain at an angle so that the shadowed areas aren't too dark). The game is currently running at ~40fps. I have disabled 'Precomputed Realtime GI' in Window>Lighting and my quality settings are basically the default 'Fastest' setting for android but with enabled V-Sync. When I enable shadows to 'Hard Shadows Only' and use low settings to render them, the FPS count dips down to ~30fps. So I was wondering, is using baked lighting going to boost performance? If so, how should I go about it? If I want my non-static objects to cast (real-time) shadows, how would I get that to work alongside baked lighting? Could I just make the shadows simple black circles underneath? I'm finding it hard to get a good answer on what exactly is the best choice for android/phone projects when it comes to lighting options. Some say that real-time lighting isn't supported across many phones, some say baked lighting takes up a LOT of memory space... so what does everyone recommend? Any ideas or tips? Things to consider? Have it out! Remember that I'm using Unity 5.1 if that makes a difference.