That warning is Unity/Bakery telling you: “I can’t bake this renderer because the mesh I see doesn’t have what I need (normals/UVs/etc).” It’s not literally “because it’s animated,” but animated/movable things often end up in a state where Bakery can’t or shouldn’t bake them.
Here’s what’s going on and what you can do.
Practically: no, not in the normal “static lightmap” way. A lightmap is world-space lighting frozen to a UV on the mesh. If the door rotates, the baked shadows/highlights stay stuck to its surface, so as it opens it will look wrong (the lit side won’t change, and the door won’t cast a changing shadow).
Standard workflow: make the door non-static and let it use Light Probes (or Bakery’s probes). That’s how doors are usually handled.
You usually see that message when:
- The renderer is something Bakery doesn’t want to bake (e.g. a SkinnedMeshRenderer), or
- The imported mesh has no UV2 / lightmap UVs or normals.
Animated doors often use a skinned mesh or a special mesh that wasn’t imported with lightmap UVs, so Bakery says “can’t generate lighting for this mesh.”
Check this:
- Select the door model asset in Project → Model Import Settings:
- ✅ Read/Write Enabled
- ✅ Generate Lightmap UVs
- Normals: Import or Calculate
- Apply
- Make sure the object in the scene is a MeshRenderer, not only a SkinnedMeshRenderer. Bakery is happiest with a plain MeshRenderer.
If you fix the import and make it a plain MeshRenderer, Bakery will probably bake it — but see point 1: it still won’t look right once the door moves.
- Keep the door not Static.
- Bake the scene normally.
- Put light probes near the door (or use Bakery’s probe system).
- The door will pick up baked lighting that moves with it. No error, and it looks correct enough for a moving prop.
- Temporarily mark the door static / fix its mesh so Bakery can bake it.
- Bake.
- Then uncheck Static again and animate it.
- Result: the door will keep the baked texture but will look “wrong” when open (shading doesn’t change). Sometimes that’s acceptable for small motions.
Bakery has ways to bake lighting to probes / per-vertex data that can be sampled by moving objects. That’s meant exactly for “animated/dynamic but I still want baked-like light.”
So: yes, the fact that it’s a moving door is the real problem (conceptually), and the error is Unity/Bakery’s way of telling you this particular mesh isn’t in a bakeable state. Easiest fix: make the door dynamic and light it with probes.