I worked a lot with Quake 1 and Quake 3 tech, and a bit with Unity 5.
Unlike good ol’ Quake 1 (and Quake 2, and Quake 3), Unity 5 has no capacity to have lightmaps affecting dynamic objects. I would have to keep real-time lights and light probes in the scene to have lighting/shadow on dynamic objects matching with lightmapped level. This is unacceptable for mobile VR platforms (not to mention light probes have to be placed by hand o.O ).
You can use Lightmass Character Indirect Detail Volumes wherever you need. And you can also increase the density of those samples in World Settings > Lightmass Settings > Volume Light Samples Placement Scale.