We're a game company, so the focus is on getting things where we need them to make games. What I am basically saying here is your mileage may vary and it is *really* hard to keep to Urho3D's excellent code quality in all cases. We do plan on the engine/tools being FOSS.I got Beast global illumination maps running in engine today. The only tricky bit really was in having to convert the EXR format (ended up building OpenEXR from source in ThirdParty). Also, Unity has a tiling offset/scale which can be applied to individual MeshRenderers so that the same lightmap can be used across model instances. I am not 100% I did this the best possible way, but it works :)~Josh