Quick answer: Add a Light Probe Group, place probes through the volume your characters move in, bake, and confirm the renderer's Light Probes mode is set to Blend Probes.
Static geometry gets lightmaps, but anything that moves is lit by light probes. If you never placed probes, your characters render with flat ambient only. Adding a probe group restores their indirect lighting.
How to fix it
1. Create a light probe group
Add a GameObject with a Light Probe Group component and place probes filling the playable volume, denser where lighting changes sharply such as doorways and under colored lights.
2. Verify the renderer uses probes
On the dynamic object's Mesh Renderer, set Light Probes to Blend Probes (not Off). Off leaves it on flat ambient regardless of the probes you placed.
3. Bake the probes
Run a lighting bake so probe coefficients are computed. Probes store nothing until you bake, so an unbaked group still leaves dynamic objects flat.
4. Add an anchor for large objects
For big or pivot-offset meshes, assign a Light Probe Anchor transform so the object samples probes at a representative point instead of an off-center origin.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.