That message is coming from Bakery’s atlas packer while it’s exporting your scene for baking. It basically means: it couldn’t place the UV2 (lightmap) charts for that renderer (Kitchen_Wall_A) into any lightmap at the current settings. The tiny number at the end (0.001953125 = 1/512) is an internal size/scale value that hints the UVs/scale are degenerate or otherwise invalid.
The usual culprits (and quick fixes):
- Bad or degenerate lightmap UVs on that mesh
- In the FBX import settings for
Kitchen_Wall_A: enable Generate Lightmap UVs (or re-unwrap UV2 in DCC), apply, reimport, then rebake.
- If you authored UV2 yourself, check for overlaps, zero-area islands, NaNs, or UVs outside [0,1] and fix/repack.
Bakery’s docs call out incorrect lightmapping UVs as a common cause of export/rasterization failures. citeturn2view0
- Object/renderer scale is near-zero or weird
- In the scene, inspect the Transform scale for
Kitchen_Wall_A and any parents. Avoid 0 or extreme scales; apply/freeze transforms in DCC and reimport.
- In the Mesh Renderer > Scale In Lightmap, reset to 1 (or something sensible). A near-zero scale can make charts effectively unplaceable.
- Packer/unwrapper settings
- In Bakery window: set Atlas Packer = xatlas and enable Post-packing (this squeezes layouts better). citeturn2view0
- If you rely on auto-unwrap: set Unwrapper = Default (or xatlas) and re-try; some unwraps that create overlapping/huge triangles can cause failures. citeturn2view0
- Resolution too aggressive for the scene
- Lower Texels Per Unit or the object’s Scale In Lightmap (to a reasonable, non-tiny value), or increase Max Resolution. Bakery’s manual explains how TPU and max size interact when packing. citeturn3search4
- Isolate the problem mesh
- Put
Kitchen_Wall_A into its own Lightmap Group (User settings) so it gets its own atlas, or temporarily mark it Don’t Render in Bakery to confirm it’s the blocker. citeturn2view0
Why I think it’s UV-related in your case
That “Can’t fit … ” pattern often points to invalid/degenerate UV2 data (zero-area/NaN). There are reports where similar “Can’t fit … NaN NaN” errors were traced to NaN UVs on the offending object. If your model came from Blender/FBX, regenerating the UV map or re-exporting after cleaning the mesh usually fixes it. citeturn4search5turn4search3
If you want, paste a screenshot of Kitchen_Wall_A’s Model Import UV2 preview and its Mesh Renderer lightmapping section, and I’ll spot anything off and suggest exact values.