Quick answer: Add the surface velocity to objects in contact each frame, handle friction so they are carried smoothly, and keep the transfer consistent with the physics timestep.
A conveyor that does not carry objects is missing velocity transfer. Adding it correctly fixes it. Here is how.
How to fix it
1. Transfer the surface velocity
Each frame, add the belt's surface velocity to objects touching it (or set their relative velocity), so they are carried along. Without this, an object just rests on a visually moving belt.
2. Handle friction and contact
Carry objects via friction with the moving surface, or detect contact and apply the belt velocity directly. Confirm objects entering and leaving the belt gain and lose the velocity cleanly.
3. Keep transfer consistent with physics
Apply the velocity transfer in the physics step so it integrates correctly with gravity and collisions. Inconsistent timing makes objects on the belt jitter or accelerate oddly.
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.