There is great difference between in-editor lighting and built game lighting and I just cant put finger on the problem. Even after I disabled all the lights I could find, it is still shinning like crazy.
There is a chance your editor Quality Settings and the platform Quality Settings are different, make sure they are the same, and set the defaults as appropriate to rule this out.
If that doesn’t help, close the Editor and delete your Library and Obj folders and re-open the project in case something has gotten corrupt.
If that doesn’t help, If you use Lightmapping, clear the GI cache in the Preferences window, and rebuild your lighting.
If all that fails, try the latest version of Unity, and if that doesn’t work, file a bug report with a small repro project.
I recently ran into a similar issue, and while I cannot guarantee my problem is the same is yours, I figured I’d throw it out there for you and other users who are googling this issue.
I have a couple of directional lights in my game that I’m using to fake a backlighting / GI effect on a few character models. I was using layer masks to ensure that the directional lights were only lighting the desired models, and not the rest of the world.
This worked as intended in editor builds / testing, but when I published the game to a standalone EXE, the entire world was much brighter. After some playing around, I discovered that the directional lights were ignoring their layer masks and illuminating the rest of the world. I’m not sure why this was only happening in the standalone build, but I assume it’s just some quirk in the compiler or something.
I’m going through this right now. What I’m going to try next, is put my lighting data under the Resource folder. I’m not using asset bundles, so I when I build, I’m not sure the Lighting Data is being loaded into the game.
Prob. desc.: Have a scene with directional light and hundreds of instantiated prefab/gameObjects. If I play the scene in editor, it is all nice and bright, but when (whileplaying the game in editor) I enter the scene from another scene by pressing programed buttons(SceneManager.LoadScene(problematicScene) the problematic scene is all dark. In build al is ok. The scene is bright as it should be.
Solution: in editor, beiing in your scene, goto Window/lighting/settings:
uncheck auto generate , and press Generate lighting, save changes and try it out…
Remark: this answer suggests that the dark lghting in your scenes was not correctly displayed lighting, and that the bright one is the one that you made , but it was not shown correctly in the editor.