Quick answer: On entering the slide, reduce the controller height and lower its center, and only restore them after an overhead clearance check confirms it is safe to stand.
A crouch slide should let the player fit under low gaps. If only the visuals shrink, the collider still snags the ceiling. Resize the capsule. Here is how.
How to fix it
1. Shrink the controller, not just the mesh
In Unity, lower CharacterController.height and adjust center so the capsule's base stays on the ground while the top drops. The visual model alone changing does nothing for collision.
2. Block standing under a ceiling
Before restoring full height, cast upward (a CapsuleCast or SphereCast) to confirm there is room. If blocked, keep the player crouched until the gap clears.
3. Match camera and mesh to the collider
Tween the camera and model height to follow the capsule so the visuals and physics agree, avoiding a head that appears to clip through the ceiling during the slide.
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.