Quick answer: Match collider sizes to the visuals, use continuous detection or hit-scan for fast attacks, and reconcile hits on the authoritative side with lag compensation in multiplayer.
Hits that feel wrong come from collider mismatch, tunnelling, or network disagreement. Each has a clear fix. Here is how.
How to fix it
1. Match colliders to visuals
If the hitbox is larger or smaller than what the player sees, hits feel unfair. Size colliders to match the visual so what looks like a hit is a hit and what looks like a miss misses.
2. Handle fast attacks
A fast projectile or swing can pass a target between frames. Use continuous collision detection, sweep tests, or hit-scan for instant attacks so nothing tunnels through the target undetected.
3. Reconcile in multiplayer
Client and server can disagree on positions due to latency, so a client-side hit misses on the server. Use lag compensation — validating the shot against where the target was on the shooter's screen — so hits feel right.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.