Quick answer: Increase APV density near walls, add a higher Brick subdivision, and use the APV's invalidation/validity controls or volume blending to keep interior probes from sampling exterior light.

Adaptive Probe Volumes auto-place probes on a grid, and that grid does not respect your walls. Probes near or inside thin walls pull in outdoor light. Raising local density and using validity controls seals the rooms.

How to fix it

1. Raise local probe density

Add a Probe Adjustment or denser Probe Volume around interior walls so APV subdivides into smaller bricks there and fewer probes straddle the wall surface.

2. Increase subdivision/brick resolution

In the Adaptive Probe Volumes settings raise the max subdivision so the smallest bricks resolve thin walls instead of bridging them with one large cell.

3. Use probe validity and dilation settings

Tune the Dilation and Virtual Offset options so invalid probes embedded in geometry are pushed out or discarded rather than leaking their bright samples into the room.

4. Rebake the APV

Generate the Adaptive Probe Volumes after each adjustment and inspect with the APV debug view; confirm interior probes show dark interior radiance, not the sky.

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 Unity 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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.