Quick answer: Guard divisions whose denominator can be zero, check for zero-length vectors before normalizing, and handle the zero case explicitly rather than letting NaN propagate.
Divide-by-zero either crashes (integers) or silently produces NaN (floats) that spreads through your math. Guarding the denominators fixes both. Here is how.
How to fix it
1. Guard the denominator
Before dividing, check the denominator is not zero (or below a small epsilon for floats). Integer division by zero crashes; handle the zero case with a default or a skip instead.
2. Check zero-length vectors
Normalizing a zero-length vector divides by zero and yields NaN. Check the magnitude before normalizing, and substitute a safe default direction when it is zero.
3. Stop NaN from spreading
A single NaN from a float divide-by-zero propagates through every calculation it touches, corrupting positions and physics. Catch it at the source by guarding the division, since NaN is hard to trace once it spreads.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every your game error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.