Quick answer: Place light probes throughout the lit space, ensure dynamic objects sample them, and match the probe lighting to the baked lighting.

Dynamic objects mismatching the scene is a light probe gap. Filling it fixes it. Here is how.

How to fix it

1. Place probes throughout the space

Dynamic objects get their indirect lighting from light probes. Without probes in an area, they fall back to ambient and look too dark or bright versus the baked static geometry. Place probes throughout the lit space.

2. Ensure objects sample probes

Confirm dynamic objects are set to receive light probe lighting and actually sample the probes around them. An object not sampling probes ignores the local lighting and looks flat or mismatched.

3. Match probe and baked lighting

Bake the probes with the same lighting as the static geometry so dynamic objects match. If the probes were baked under different conditions, dynamic objects will not match the baked scene around them.

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.