Quick answer: Avoid non-uniform scale on physics objects, scale the collider shape directly instead of the transform where possible, and keep physics objects at uniform scale.

Collision that breaks after scaling is a collider-versus-transform mismatch, often from non-uniform scale. Keeping physics uniform fixes it. Here is how.

How to fix it

1. Avoid non-uniform scale on physics objects

Many colliders (capsules, spheres) do not support non-uniform scale and behave wrong when stretched on one axis. Keep physics objects at uniform scale so the collider stays valid.

2. Scale the collider, not the transform

Where you need a different size, adjust the collider's dimensions directly rather than scaling the transform. This keeps the collision shape correct and predictable.

3. Watch parent scale

Scaling a parent applies to child colliders, sometimes non-uniformly. Keep physics objects free of inherited non-uniform scale, or place them so the parent's scale does not distort them.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.