Quick answer: Keep the drift active during a short grace window after grip recovers, so a transition between corners maintains the chain, and only bank or cancel the score after the grace expires.
Players linking two corners lose their whole drift combo in the straight between them. Adding a brief grace period before the chain breaks lets skilled transitions keep the multiplier, which is how arcade drift scoring should feel.
How to fix it
1. Add a chain grace timer
When slip angle falls below the drift threshold, start a short countdown (for example 0.5-1.0s) instead of ending immediately. If the car re-enters a drift before it expires, continue the same chain and multiplier.
2. Bank score on real exit
Only commit and reset the combo when the grace timer fully elapses or the car hits a wall, so transitions never bank prematurely and crashes still cancel the chain as expected.
3. Detect drift by slip angle, not handbrake
Define a drift as the angle between velocity and facing exceeding a threshold with enough speed, so any sliding line counts and the chain reads from actual car behavior.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.