Quick answer: Set matching bits on the Light2D Range Item Cull Mask and the sprite's Light Mask so only intended CanvasItems are lit, and verify shadow item culling separately.
A Light2D illuminates background or UI sprites you wanted it to skip, or fails to touch the ones you wanted. The light and CanvasItem mask layers are not aligned.
How to fix it
1. Align the light cull mask and item mask
Set the Light2D Range Item Cull Mask bits and each sprite's Light Mask bits so a light only affects items sharing a bit. Mismatched bits cause over- or under-lighting.
2. Separate UI from world lighting
Put UI CanvasItems on a layer no world light uses (or a different CanvasLayer entirely) so gameplay lights cannot bleed onto the HUD.
3. Check shadow item culling too
The shadow cull mask is independent of the light cull mask. Set Shadow Item Cull Mask on the light to control which occluders cast, separately from which items are lit.
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 Godot 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.