Quick answer: Bake at production settings and compare against the baked result, not the real-time preview, and tune the bake to match the intended look.

Baked lighting differing from the preview is preview-versus-bake difference. Tuning the bake fixes it. Here is how.

How to fix it

1. Judge by the baked result

The real-time editor preview is not the final baked lighting. Bake the scene and evaluate that result, since the preview's approximation of GI and shadows differs from what the bake produces.

2. Bake at production settings

Low preview-quality bakes look different from final. Bake at production quality (sample counts, bounces) so what you see matches the shipped look, and tune from that rather than the preview.

3. Tune the bake to match intent

If the baked look is darker or flatter than intended, adjust bounce intensity, ambient, and light settings and rebake. Tune the bake itself to the look you want rather than expecting it to match the preview.

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.

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