Quick answer: Sample buoyancy at multiple points for stability, simplify the buoyancy math, and reduce cost for many objects with cheaper approximations.

Multiple-object buoyancy problems are per-object instability and cost. Here is how to fix them.

How to fix it

1. Sample at multiple points

Apply buoyancy at several points on each object rather than one center point, so it floats level and stable instead of bobbing or spinning. Single-point buoyancy makes objects jitter and tip unrealistically.

2. Simplify the math

Use a simple depth-based buoyancy force rather than a full fluid simulation per object. A lightweight approximation floats objects convincingly without the cost or instability of heavy per-object computation.

3. Reduce cost for many objects

For many floating objects (debris), use cheaper shared or simplified buoyancy and sleep settled objects, so a field of floating items does not multiply the per-object cost into a performance problem.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.