Quick answer: Attach the normal map as a Secondary Texture named _NormalMap in the Sprite Editor, use the Sprite-Lit-Default material, and enable a normal map quality on the 2D light.

You added a normal map for nice 2D lighting but the sprite stays flatly lit regardless of light direction. The normal map is not reaching the lit shader.

How to fix it

1. Bind the normal map as a secondary texture

In the Sprite Editor open Secondary Textures and add the normal map under the name _NormalMap. The Sprite-Lit shader reads it from that named slot.

2. Use a lit material

Assign the Sprite-Lit-Default material (or a Shader Graph Sprite Lit shader). The default Sprite-Unlit shader ignores normals entirely.

3. Enable normal map quality on the light

On the Light2D set Normal Map Quality to Fast or Accurate. When it is Disabled the light treats every surface as facing the camera.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.