Quick answer: Renormalize the orientation quaternion after each integration step (or every few frames) so it stays unit length and represents a pure rotation.
A mesh that slowly stretches or skews while spinning has an orientation quaternion that has lost unit length through integration. Renormalizing it fixes the distortion. Here is how.
How to fix it
1. Renormalize each step
After integrating angular velocity into the quaternion, call its normalize function so its length returns to 1. A non-unit quaternion encodes scale in addition to rotation.
2. Integrate with the derivative
Update orientation as q += 0.5 * omega_quat * q * dt then normalize, rather than converting to Euler and back, which reintroduces gimbal and precision issues.
3. Normalize before converting to matrix
Whenever you turn the quaternion into a rotation matrix for rendering, normalize first so the resulting basis is orthonormal and the mesh is not sheared.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.