Disable Lightmapping

For a student project we need to import an existing city model from an existing FBX file, which we would rather not touch at all. Building lighting for the model throws the “Overlapping UVs” error for almost every mesh (with very few exceptions). Using the built in “Generate unique UVs” tool we’re able to fix some of the overlaps, but some will also error out during unique UV generation.

Is it possible to use a more primitive lighting model and disable the lightmapping altogether? Fixing every mesh by hand would be a very time consuming endeavor (~800 meshes).

You can enable Force No-Precomputed Lighting in world settings then turn your directional light to movable. And also use a movable skylight to fix completely dark shadows.

Thanks! This did the trick!