Quick answer: Re-scan for required stations each time the craft is attempted using an overlap query sized to match the interaction prompt, and key it by station type.
A workbench is sitting right beside the player but the recipe stays greyed out with a station-required warning. Usually the proximity radius is tighter than it looks, or the scan only ran once when the menu opened.
How to fix it
1. Match the check radius to the prompt
Set the station-detection radius to the same distance at which the interact prompt appears. A mismatch is what makes a visibly close bench read as out of range.
2. Re-scan on craft attempt
Run an OverlapSphere for the required station type at the moment of crafting, not just on menu open, so a station placed or approached afterward is recognized.
3. Filter by station tag
Require the overlapped collider to carry the recipe's station type (forge, loom, anvil). Counting any nearby object as a station lets unrelated props satisfy the requirement.
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.