Quick answer: Flip the normal's X component when the sprite is mirrored, match the green-channel convention (Y-up vs Y-down) your engine expects, and ensure the light has a real direction or position.
Your 2D sprite has a normal map but lighting looks flat or comes from the wrong side, especially after the sprite flips. The normals are not oriented to match the sprite or the engine.
How to fix it
1. Flip normals with the sprite
When you mirror a sprite (flipX), negate the normal's X so bumps that faced right now correctly face left; an un-flipped normal map lights the mirrored sprite from the wrong side.
2. Match the green-channel convention
Confirm whether your engine expects OpenGL (Y-up) or DirectX (Y-down) normals and invert the green channel if the lighting looks inverted on slopes.
3. Give the light a clear direction
Use a light with an actual direction or position offset from the sprite plane; a light coplanar with the sprite produces flat, uniform shading regardless of the normal map.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.