Quest builds are far darker than editor

I am building a VR app for the Oculus quest(android), and using baked lighting only. I can bake the lighting just fine, but when it comes to test it in the headset, this sunny scene looks like night. All scenes behave this way, and tweaking and changing settings for days has not improved much. strangely, I notice things are lit unevenly, some objects are affected more than others. In the images below you can see that buttons are very dark while the paper panel above it is nearly the same. same as the backdrop texture, it is much darker than the editor counterpart.

I have a full setup of light probes in each scene, all of these objects are set to static, so they should be getting lightmaps.

Here are all the settings that may be relevant, I can get more if you need. Unity V.2020.1.0.

I’ve been working on this issue for a while now, and I had a few small issues such as broken models with exposed backfaces, but the main issue was that I was using additive scene loading. If you use additive scene loading the light probes are not updating, you need to manually update Unity’s tetrahedral tessellation with the new scene’s light probes using:
LightProbes.TetrahedralizeAsync();
I hope that helps somebody