Quick answer: Aggregate all overlapping zones into a single per-target damage pass each tick, so a target in multiple zones is damaged once with the appropriate magnitude.
An enemy standing where two fire patches overlap should not take double ticks unless you intend it. Dedupe targets per tick. Here is how.
How to fix it
1. Collect targets before applying
Each tick, gather the set of unique targets across all active zones into one collection, then apply damage once per target rather than once per zone.
2. Decide the stacking rule explicitly
Choose whether overlapping zones stack, take the max, or count once, and implement that rule deliberately instead of letting independent zones add up by accident.
3. Use a per-tick hit set
Track which targets have already been hit this tick in a set, and skip any target already in it, so overlap geometry cannot cause unintended multi-hits.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.