Quick answer: Set the ambient mode to a script-driven color or call DynamicGI.UpdateEnvironment() after you change the sun and sky so the environment relights.
Your sun transform rotates smoothly across the sky but the scene's overall fill light never changes, leaving night scenes lit like noon. The directional light only drives direct lighting; ambient comes from the environment lighting settings, which are not refreshed automatically.
How to fix it
1. Drive ambient from the sky
In Lighting settings set Environment Lighting Source to Skybox and, after rotating the sun or changing skybox exposure each frame, call DynamicGI.UpdateEnvironment() so the spherical-harmonics ambient is recomputed from the current sky.
2. Throttle the relight
DynamicGI.UpdateEnvironment() is not free, so call it a few times per second (e.g. every 0.2s) or only when the sun angle changes past a threshold rather than every frame.
3. Animate ambient explicitly if needed
For tight control set Environment Lighting Source to Color or Gradient and lerp RenderSettings.ambientLight (or the sky/equator/ground colors) yourself from a time-of-day curve so it tracks the sun precisely.
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.