Quick answer: Use dynamic (real-time) lighting for time-of-day, avoid baking the lights that must change, and ensure the sky and lighting resources are included in the build.
Time-of-day lighting broken only in builds is a baked-versus-dynamic mismatch. Here is how to fix it.
How to fix it
1. Use dynamic lighting
Time-of-day requires real-time lighting that updates as the sun moves. If the lights are baked, the build uses the static bake and ignores the dynamic changes. Make the changing lights dynamic, not baked.
2. Do not bake the changing lights
Baking the sun or sky that should change locks them into the bake. Exclude time-of-day lights from baking so they remain real-time and respond to the cycle in the build.
3. Include the sky and resources
Ensure the sky material, lighting, and any time-of-day shaders are included and not stripped from the build, so the dynamic lighting has the resources it needs to render correctly.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.