Quick answer: Drive the pickup along a bezier or add a parabolic height offset (a sine or quadratic of progress) on top of the linear move so it lifts and falls into the target.

Coins that fly to the HUD in a dead-straight line feel cheap; players expect a satisfying arc. Lerping position is linear by nature, so the curve has to be added: either a path or a height offset that peaks in the middle of the flight.

How to fix it

1. Add a parabolic height offset

Lerp the base position normally, then add a vertical offset like sin(t * PI) * arcHeight where t goes 0 to 1, so the pickup rises and falls, peaking at the midpoint.

2. Or tween along a bezier path

Use a quadratic bezier with a control point above the midpoint (DOTween's DOPath with CatmullRom, or a manual bezier) so the whole motion curves naturally toward the target.

3. Ease the speed along the arc

Apply ease-in on the launch and ease-out into the UI slot so the coin accelerates off the ground and settles into the counter rather than moving at constant speed.

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.

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