Quick answer: Give walls real two-sided thickness, use a two-sided (no-cull) material where appropriate, or flip the normals so the visible side faces the interior.
Invisible interior walls are backface culling working on one-sided geometry. Adding thickness or a two-sided material makes the wall render from both sides.
How to fix it
1. Add geometric thickness
Model walls with actual thickness so each visible side has its own outward-facing triangles, which is the most robust fix and also helps lighting and shadows.
2. Use a two-sided material
For thin geometry like banners or sheets, set the material to render both sides (disable backface culling) so it shows from any angle.
3. Flip inverted normals
If a wall is single-sided and meant to be seen from the interior, flip its normals so the front face points inward instead of being culled.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.