title: Unity light baking - How to manage mixed lighting
body: <p>I have a pretty large scene, where I have 1 directional light (sun) set to mixed.
  I mainly used realtime lighting during development in order to save time.
  Now before release I want to bake, to improve performance for my users.</p>
  
  <p>My questions are</p>
  
  <ul>
  <li>Is there any rule of thumb for any of the values in light-settings?</li>
  <li>which objects should I set to static (I set everything that doesnt move to static) and is something wrong if my bake takes 3-4 hours?</li>
  <li>Should I use realtime GI since I have mixed lighting, or is Baked GI enough?</li>
  </ul>
  
  <p>I use fairly high settings for my final bake because I want it to looks nice, and I bake everything that doesnt move in the scene (thousands of objects). While it does take hours, the light map size ends up at around 60mb after compression, which doesnt seem bad.</p>
  
  <p>My settings are like the image below, except I've increased:</p>
  
  <p>Direct samples: 200</p>
  
  <p>Indirect samples: 1000</p>
  
  <p>Resolution: 24</p>
  
  <p>Parameters: Default High</p>
  
  <p>The reason for increasing these values is simply because my objects did not look good in a bake with any lower settings.</p>
  
  <p><a href="https://i.stack.imgur.com/c21yc.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/c21yc.png" alt="enter image description here"></a></p>