Quick answer: Place light probes throughout the baked room so dynamic objects sample the baked indirect, and verify the renderer is set to blend probes.

A baked room can be full of bounced light that dynamic objects never see, because they read probes, not lightmaps. Filling the room with probes lets moving objects pick up the same baked bounce.

How to fix it

1. Fill the room with probes

Place a light probe group covering the volume where dynamic objects move so they sample the baked indirect light the static surfaces emit.

2. Enable probe blending on renderers

Set dynamic mesh renderers' Light Probes to Blend Probes so they actually read the probe field instead of falling back to flat ambient.

3. Match probe density to lighting variation

Add more probes where the baked bounce changes (near colored walls, under bright bounce) so dynamic objects pick up the correct local indirect tint.

4. Bake probes with the scene

Re-run the bake so probe coefficients capture the room's indirect light; probes are empty until the same bake that fills the lightmaps fills 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.