Quick answer: Tighten the exposure limit min/max, clamp the compensation curve, set histogram percentiles to ignore extremes, and slow adaptation so the lift is gradual instead of overshooting.
An HDRP blow-out on entering a dark room is auto-exposure overshooting its target. Clamping the EV range and metering percentiles keeps the interior from being lifted too far.
How to fix it
1. Clamp the exposure limits
Set tight Limit Min and Limit Max EV values on the Exposure override so auto-exposure cannot raise a dark interior brightness beyond a sensible ceiling.
2. Trim histogram percentiles
Raise the lower and lower the upper histogram percentiles so a few very dark or very bright pixels do not skew the metered average and cause an overshoot.
3. Slow the adaptation
Reduce the adaptation speed (especially speed up from dark) so exposure eases toward its target instead of spiking bright the instant you step inside.
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.