Quick answer: Widen the checkpoint trigger, enable continuous collision detection on the player, or use a swept/raycast check so a fast pass cannot tunnel through the trigger.

A checkpoint the player can outrun is worse than none. Prevent tunneling with a wider trigger and continuous detection so every pass registers.

How to fix it

1. Widen the trigger

Make the checkpoint trigger span the full corridor height and a generous width so a fast-moving collider cannot pass entirely between two physics steps without overlapping it.

2. Enable continuous detection

Set the player rigidbody's collision detection to Continuous so high-speed movement is swept against triggers instead of sampled at discrete positions that can skip the volume.

3. Add a sweep fallback

As a backstop, raycast or use Physics2D.Linecast from the player's previous to current position against the checkpoint layer each frame, activating it if the path crossed the checkpoint.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.