Quick answer: Drive the moving object's lighting through light probes or a real light component parented to it, and keep its emissive out of the static GI system.
Moving GI emitters do not work with static GI. Attaching an actual light to the object and lighting nearby dynamic surfaces via light probes makes the glow travel with it.
How to fix it
1. Attach a real light, not just emissive
Parent an actual point or spot light to the moving object so its illumination follows it, since static GI will not recompute bounce for a moving emitter in realtime.
2. Light dynamic receivers with probes
Ensure surfaces that should react use light probes or probe volumes, which can sample changing lighting, rather than relying on a frozen baked lightmap.
3. Keep the mover out of static GI
Do not flag the moving object as a GI contributor; static contribution bakes its light at one position and never updates as it moves.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.