Quick answer: Confirm a listener exists in the built scene, verify the sources are set to 3D, and check the build's audio configuration matches the editor.

Audio not 3D after building is a listener or settings difference. Here is how to fix it.

How to fix it

1. Confirm a listener in the build

The built scene needs an active audio listener just like the editor. If the listener was on an editor-only object or a camera that is set up differently in the build, spatial audio has no reference and plays flat.

2. Verify 3D settings

Confirm the audio sources are set to 3D (full spatial blend) and that no build-time override flattened them. A source at 2D blend plays the same everywhere regardless of position.

3. Check the audio configuration

Differences in the build's audio configuration (output mode, spatializer plugin) can disable spatialization. Confirm the build uses the same audio settings and spatializer as the editor so 3D audio works the same.

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 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.