Quick answer: When the AA mode changes between MSAA and a post-process AA, recreate the affected render targets and toggle the corresponding pipeline features in the same apply step.
Players switch from TAA to MSAA in the menu and get either no change or garbled edges until they relaunch. MSAA changes the render-target sample count; the targets must be rebuilt. Do it on apply.
How to fix it
1. Rebuild targets for MSAA
MSAA requires multisampled color/depth targets; toggling it means re-allocating those targets. Trigger that re-allocation when the mode changes rather than caching them for the session.
2. Toggle post-AA features
FXAA and TAA are render-feature passes. Enable or disable the matching pass when the mode changes so you are not running two AA passes or none.
3. Reset TAA history
When entering or leaving TAA, clear the temporal history buffer so you do not blend frames from the previous mode and ghost for a few frames.
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 Unity 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.