Quick answer: Enable light estimation on the AR Camera Manager and apply the estimated intensity, color, and main-light direction to your scene's directional light each frame.
Realistic AR compositing needs the virtual lighting to match the real room. ARCore and ARKit estimate ambient intensity, color temperature, and a main light direction, but only if you enable it and feed the values into your lights. Otherwise objects keep a baked brightness that clashes with the camera feed.
How to fix it
1. Enable light estimation
On the ARCameraManager, set the Light Estimation mode to include ambient intensity, color, and main light direction.
2. Apply to the scene light
Subscribe to frameReceived, read the ARLightEstimationData, and set your directional light's intensity, color, and rotation accordingly.
3. Match ambient and reflections
Feed the estimated spherical harmonics or ambient color into your ambient lighting so shadows and reflections also match the room.
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 mobile 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.