Post Processing Stack making bloom brighter when light is toggled

Good Morning everyone,

My team and I have been having issues with the post processing stack asset in regards to the bloom effect. In one of our levels we have a switch and when the switch is toggled it is supposed to toggle the lights on and off it does this perfectly. BUT for some strange reason the bloom on the lights gets super bright. Now when I have the post processing script turned off this issue doesn’t happen so I know it is linked with it. Here is a picture of what I am talking about
Before Toggle
121167-beforetoggle.png

After Toggle
121168-aftertoggle.png

And here is the code that controls the lights when they are toggled

using UnityEngine;
using System.Collections;

public class L7TubeLights : MonoBehaviour {
		
	public bool TestButton = true;

	public bool invertPowerFunction = false;

	private bool fireOnceCheck = false;
	public Renderer[] lightList;

	public GameObject electricObject;

	private Color whiteGreen;

	// Use this for initialization
	void Start () {
		
	}
	
	// Update is called once per frame
	void Update () {
				
		TurnLightsDown();
		TurnLightsUp();

	}
	
	void TurnLightsDown () {
		//Old code for testing: TestButton == false && fireOnceCheck == false
		if (electricObject.GetComponent<ElectricObject>().hasEnergy == false && fireOnceCheck == false)
		{
			if (invertPowerFunction == false) 
			{
				foreach (Renderer lightRenderers in lightList) 
				{
					lightRenderers.material.color = Color.black;
					lightRenderers.material.SetColor ("_EmissionColor", Color.black);
					DynamicGI.SetEmissive (lightRenderers, Color.black);
					RendererExtensions.UpdateGIMaterials (lightRenderers);
					Debug.Log("Turning lights down.");
					fireOnceCheck = true;
				}
			} 
			/*else 
			{
				foreach (Renderer lightRenderers in lightList) 
				{
					lightRenderers.material.color = Color.white;
					lightRenderers.material.SetColor ("_EmissionColor", Color.white * 5);
					DynamicGI.SetEmissive (lightRenderers, Color.white * 5);
					DynamicGI.UpdateMaterials (lightRenderers);
					//Debug.Log("Turning lights up.");
					fireOnceCheck = true;
				}
			}*/
		}
	}

	void TurnLightsUp () {
		//Old code for testing: TestButton == true && fireOnceCheck == true
		if (electricObject.GetComponent<ElectricObject>().hasEnergy == true && fireOnceCheck == true)
		{
			if (invertPowerFunction == false) 
			{
				foreach (Renderer lightRenderers in lightList) 
				{
					lightRenderers.material.color = Color.white;
					lightRenderers.material.SetColor ("_EmissionColor", Color.white * 5);
					DynamicGI.SetEmissive (lightRenderers, Color.white * 5);
					RendererExtensions.UpdateGIMaterials (lightRenderers);
					Debug.Log("Turning lights up.");
					fireOnceCheck = false;
                    Debug.Log("Hopefully this doesn't come up multiple times because if it does then the issue is here!!");
				}
			} 
			/*else 
			{
				foreach (Renderer lightRenderers in lightList) 
				{
					lightRenderers.material.color = Color.black;
					lightRenderers.material.SetColor ("_EmissionColor", Color.black);
					DynamicGI.SetEmissive (lightRenderers, Color.black);
					DynamicGI.UpdateMaterials (lightRenderers);
					//Debug.Log("Turning lights down.");
					fireOnceCheck = false;
				}
			}*/
		}
	}
}

So my question is how do I fix this issue? This is a huge issue for our playtesters because the light can get super bright and it hurts the players eye’s.

That was it thank you very much!! I changed the 5 in both line 70 and 71 to a 2 and it works perfectly. It’s the simple things that always elude me all the points to you!

At line 70 in the code you posted you are setting the emission color of the lights. Decreasing the value from 5 would likely reduce the bloom effect.