Quick answer: Always log death and position events in a single coordinate space (world space) along with the level id, then transform once when overlaying on the map.

Your heatmap shows deaths floating off the level because some events recorded local transform positions and others world positions. Standardizing on world coordinates plus a level id aligns every point.

How to fix it

1. Log world coordinates

Record transform.position in world space (not localPosition or screen space) for every death and sampled position event. One consistent space keeps points comparable.

2. Stamp the level and version

Include the level id and a map version so points from a relaid level do not pile onto old geometry. A geometry change should bump the version.

3. Sample positions on a fixed interval

Capture position snapshots on a steady timer rather than per frame to keep volume sane while preserving the spatial pattern. The aggregate density is what matters for a heatmap.

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.