Quick answer: Assign vertices before triangles, call mesh.Clear() before rebuilding, and validate that every index is less than the vertex count when generating geometry.
Procedural mesh code hits this when the index buffer and vertex buffer disagree. Unity checks bounds on assignment and refuses the mesh. Here are the three ordering rules that prevent it.
How to fix it
1. Order: Clear, vertices, then triangles
Always mesh.Clear() first when regenerating, then assign mesh.vertices, then mesh.triangles — triangles are validated against the current vertex count at assignment time.
2. Check your index arithmetic
Grid meshes commonly compute i = y * width + x with the wrong width, or add quad offsets past the last row. Assert index < verts.Length in development while generating.
3. Rebuild smaller meshes carefully
Shrinking a mesh without clearing leaves old triangles pointing past the new, shorter vertex array — the classic source of this error appearing 'randomly' on chunk updates.
4. Use 32-bit indices for big meshes
Past 65,535 vertices, set mesh.indexFormat = IndexFormat.UInt32 before assigning, or indices silently wrap and land out of bounds.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.