Quick answer: Add capsule and sphere colliders to the cloth's collider list sized slightly larger than the body, and increase collision thickness/iterations so vertices are pushed back out.
Cloth that sinks into the character's legs or torso is colliding against nothing, because Unity Cloth only collides with the sphere and capsule colliders you explicitly assign to it. Adding properly sized body colliders fixes the clipping. Here is how.
How to fix it
1. Assign body colliders to the cloth
Build a set of CapsuleCollider pairs along the limbs and torso and add them to the Cloth component's Capsule Colliders / Sphere Colliders list. Cloth ignores all other scene colliders.
2. Pad the collider radius
Make the colliders a bit larger than the visible mesh and increase the cloth's collision thickness so fast vertices do not slip inside between solver substeps.
3. Raise solver iterations
Increase the cloth solver frequency / iteration count so penetrations are resolved each frame, and pin the top vertices with constraints so the garment hangs from the correct anchor points.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.