I'm a long time Unity fan, so if this post sounds salty, no disrespect was intended... It seems to me that the multi-scene lighting pipeline is currently broken and making an additive-loading game in Unity is either profoundly limited or impossible because of the ongoing bug where light probes are used from the most recently loaded scene, which makes separate baking impossible. What is the expected multi-scene lighting process here? Loading my entire game together for lightmapping theoretically solves the light probe issue, but introduces other problems. Even if I can load my entire game at once to generate mapping, I would need to create a single set of lightmapping options that work across my whole game. that means: No ambient light can be used anywhere if I want even a single dark area, which means I need a complex material solution for ambient lighting, including a solution for objects traveling between areas. Areas with Unrealistic lighting (such as a portal to another dimension where there are two suns) is simply impossible without a loading screen. Cheating by having sections overlap slightly is impossible - all scenes must be perfectly laid out in rational physical space so they do not block lighting from one another. I hope someone can tell me that I'm completely flying off the handle here and I'm just a dummy? I have no doubt that Graphics programming is insanely difficult and well over my head... but unless I'm missing something, making this sort of game simply isn't feesible in Unity, and as a consumer, if I had known how broken this was I'd have considered Unreal. Is there an ETA on the light probes issue, by any chance? I'd rather not re-build everything I have an another engine, if I can avoid that.