Quick answer: Raycast from the blast center to each candidate body and only apply (or attenuate) force when the path is clear, so cover actually protects objects.
An explosion that flings crates standing behind a thick wall reveals that radial blast force has no idea walls exist. AddExplosionForce only knows distance. You must add an occlusion check. Here is how.
How to fix it
1. Line-of-sight test each target
For every rigidbody in the overlap sphere, raycast from the explosion center to the body. If a wall is hit first, skip or reduce the force for that body so cover blocks the blast.
2. Attenuate by occlusion
Optionally scale the applied force by how much cover is between, so partial cover gives partial protection rather than a hard all-or-nothing cutoff.
3. Apply force with the right falloff
Use AddExplosionForce only for the unoccluded targets, and tune the upwards modifier and radius so the blast lifts and scatters debris convincingly.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.