Quick answer: Lay out the CPU struct to match the GPU's 16-byte alignment, inserting explicit padding after vec3s and aligning arrays so the byte offsets agree.
Constant/uniform buffers have strict alignment rules: vec3 occupies a 16-byte slot, array elements round up to 16 bytes, and structs align to their largest member. A naive CPU struct does not match, so fields read wrong. Here is how to fix it.
How to fix it
1. Pad after vec3 members
Follow each float3/vec3 with an explicit padding float on the CPU so the next field starts at the 16-byte boundary the GPU expects.
2. Align array elements to 16 bytes
Under std140 each array element is padded to a 16-byte stride; declare CPU arrays with matching stride or use std430 where supported for tighter packing.
3. Verify with reflection or a known pattern
Upload a recognizable test pattern (1,2,3,4...) and inspect it in a GPU capture to confirm offsets, or use shader reflection to read the exact expected layout.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.