Quick answer: Spawn chunks with a tiny gap or disabled inter-chunk collision for the first frames, scale impulses down, and enable collision once they have separated.

When a crate shatters and the pieces blast outward like a grenade went off, the chunks were interpenetrating before they became dynamic. The solver fixes that overlap with an explosive push. Here is how to stop it.

How to fix it

1. Eliminate the initial overlap

Pre-fracture so chunk colliders touch but do not overlap, or shrink each chunk collider slightly (convex inset) so neighbors are not interpenetrating at the moment they wake up.

2. Suppress inter-chunk collision briefly

For the first few frames after breaking, put all sibling chunks on a layer that ignores itself, or ignore collisions pairwise with Physics.IgnoreCollision, then re-enable once they drift apart.

3. Apply a measured break impulse

Replace the implicit separation push with your own modest outward impulse from the impact point, and clamp it so pieces tumble realistically instead of rocketing away.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.