#static
2 items (2 fixes)
Geometry parented under an IsStatic root samples its lit appearance at creation time and never resamples. A runtime write to a light component is invisible on that geometry until the world is rebuilt. So a lighting A/B that mutates a light live and re-observes static geometry shows no change, no matter how large the delta. The comparison reads as no effect when the real answer is never re-sampled. Run static-geometry lighting tests through the world build command, not a live component write.
A C# static list/registry survives editor Play stop/start and code hotloads, holding references to destroyed GameObjects: gate iteration on IsValid(), don't rely on clearing alone. It can also mask a new scene's state when stale high-priority entries outrank it. Hand registrations back in OnDestroy.