(Unity 2023.3.0)APV don't recive the light from "mixed" light and the probes is not correctly placed

This is a HDRP project.
I initially tried to fix the spot where the probe was not placed (it was actually inside the Volume), but then another problem occurred. The spot that was illuminated correctly became black.
If “Rendering Debugger” was programmed correctly, probes look like dont receive the light from “Mixed” taged Light Component but only from “Contribute Global Illumination” taged MeshRenderer.

I tried to reset APV but dont work,maybe i just don’t know how to correctly reset APV.
Can anyone help? Very thanks.:(:(:(![9873108–1423335–]YVL@{579Y1VT96JN7VSM.png|1001x741](upload://205WihH2hzKwD9KE7EVCb468zDW.png) ![9873108–1423338–{(VEH$VMCUL]Z42VECOHYM5.jpg|2102x1082](upload://y1dt4Nt6nd6XJwdRBgrqOD9zi6S.jpeg) ![9873108–1423341–`EDL$OIWPE_3HUN1B62(9R.jpg|1494x965

Ok,I figured out the second problem.I used to think that APV will generate probes around the “MeshRenderer” that without “Contribute Global Illumination”,because of ambiguous document.
Now I toggled it on,not only emission object.
And this Bug became even more wired, I found out that all the “Light” in the scene have to replace to recover, I just click the bake button, then it crashed down all the basic light component.I just create new Light then copy old value,And guess what.they behave differently even though they have the same value.But,Why???

And it still not work for “mixed” Light.:face_with_spiral_eyes::face_with_spiral_eyes::face_with_spiral_eyes:

As you’ve pointed out, APV does not generate probes around dynamic renderers. If you want to ensure probes are place where there is no static geometry, you can add another APV component, override the resolution, and tick the option to fill empty space.

When using Mixed Lighting, direct light is not baked into probes, which is why you see no light from the spotlight on the probes. The point of Mixed Lighting is to mix realtime direct lighting with baked indirect lighting. If you want realtime light baked into probes, set the lights to Baked mode instead of Mixed.

Also, currently shadows from Mixed Lights don’t quite work correctly with APV. It’s being worked on.

I’m not sure what you are talking about with having to replace Light components to recover. If you think you found a bug, please report it. I can say that Lights actually have a hidden piece of state that indicate whether they have been baked yet or not. That state is set upon baking. So you might be seeing this behavior.

Relevant: APV incorrect lighting of dynamic objects