# 8. Lighting Pitfalls
Part of [[Lighting and Baking]]. Previous: [[7.Worked Example Interior Exterior Checklist]].
## 8.1 Double lighting
**Symptom:** Static objects look blown out; Mixed light appears "added twice."
**Causes**
- Light Mode Mixed/Baked but Lighting Mode / subtractive expectations misunderstood — statics already store direct in Subtractive lightmaps while you also expect full realtime direct.
- Emissive materials contributing to GI **and** a duplicate realtime light in the same place.
- Reflection probe Intensity and material specular stacked with an overly bright Environment Reflections intensity.
**Fix:** Pick one source of direct light per surface type; rebuild after Mode changes; reset Indirect Intensity / probe Intensity to 1 before art-directing.
## 8.2 Missing or empty probes
**Symptom:** Dynamic objects go black, grey, or ignore the room's bounce when entering interiors.
**Causes**
- No LightProbeGroup / APV baked data.
- Receive Global Illumination still set to Lightmaps on a dynamic object (no atlas entry → wrong/fallback lighting).
- Probes left inside walls; tetrahedral volume does not cover the play space.
- URP Asset still on Legacy probes while you only added an APV (or the reverse).
**Fix:** Part 4 checklist; doorway density; verify Receive = Light Probes on dynamics.
## 8.3 Pink lightmaps / magenta materials
**Symptom:** Magenta meshes after bake or on device.
**Causes**
- Shader does not support lightmaps / URP (wrong pipeline shader) — see [[URP Shaders and Shader Graph]].
- Lightmap textures stripped or Addressables/bundle path missing in player builds.
- LOD group referencing a renderer that never received UV2 / GI flags.
**Fix:** Confirm URP Lit (or Shader Graph with GI nodes) on all Contribute-GI meshes; include lightmap data in builds; rebake after LOD setup.
## 8.4 UV streaks, black edges, chart bleed
**Causes:** Overlapping UV2, insufficient padding, extreme Scale in Lightmap mismatches, backface sampling.
**Fix:** Part 3 — regenerate UVs, raise Lightmap Padding, adjust Lightmap Parameters backface tolerance / pushoff, do not "fix" with only sample counts.
## 8.5 Noisy lightmaps that never clean up
**Causes:** Too few Indirect/Environment samples for an HDR sky or emissive interior; denoiser off; GPU tiling thrashing.
**Fix:** Raise samples intelligently; enable Filtering Auto/Advanced; reduce resolution; free VRAM (part 2).
## 8.6 Light leaks (especially APV)
**Causes:** Thin walls, probes seeing both sides, missing Contribute GI on occluders.
**Fix:** Thicken geometry; Probe Adjustment Volumes; APV rendering layer masks per Unity docs; rebake.
## 8.7 Reflection probe "wrong room"
**Causes:** Box Size too large (sees outside); Importance fights; Realtime probe stale; Box Projection disabled in URP Asset.
**Fix:** Fit boxes per room; bake after lighting; enable Box Projection on asset + probe.
## 8.8 Additive scenes disagree
**Causes:** Different Lighting Settings / Directional Mode across additively loaded scenes (Manual warns Directional Mode must match).
**Fix:** Shared Lighting Settings asset; same Directional Mode even for UI/loading scenes that load additively.
## 8.9 Quest overdraw from lights
**Symptom:** GPU bound in bright rooms with few triangles.
**Causes:** Many realtime additional lights; realtime shadows; realtime reflection probes; huge additive particles lit by those lights.
**Fix:** Part 6 — bake, cut lights, shorten Shadow Distance, baked probes only; measure with [[5.Quest 2 Performance and Rendering]].
## 8.10 Auto Generate surprises
**Symptom:** Editor hitching; inconsistent CI builds; lightmaps churn while you edit meshes.
**Fix:** Disable Auto Generate for production; bake deliberately; commit Lighting Data Asset / lightmaps with clear version-control rules *(exact asset types to commit depend on your team's GI workflow — document them)*.
## 8.11 Quick triage table
| Symptom | First place to look |
|---|---|
| Flat ambient everywhere | Environment lighting / sky intensity; probes missing |
| Only statics look good | Dynamics not on Light Probes / APV |
| Blotchy dark patches | UVs, backfaces, leaks, low samples |
| Magenta | Shader / pipeline / missing lightmap assets |
| Good in Editor, dark on Quest | Stripped lightmaps; Quality tier; wrong URP asset on device |
| Doorway hard seam | Probe density; lightmap texel density on trim; leak |
Return to hub: [[Lighting and Baking]].