Quick answer: Keep the action near the origin with a floating-origin system that recenters the world around the player, or use doubles for world coordinates, so precision stays high where it matters.
A game that jitters and breaks far from the origin is hitting float precision limits, not a physics bug. Keeping the player near zero restores precision. Here is how.
How to fix it
1. Recognize the precision falloff
Float precision halves as the exponent grows; at tens of thousands of units from origin, positions quantize visibly. Jitter and physics instability that worsen with distance from origin are the signature.
2. Use a floating origin
Periodically shift the entire world so the player is back near the origin, keeping coordinates small where the camera and physics need precision. The player never notices the shift, but precision stays high.
3. Use doubles for world coordinates
Where a floating origin is impractical, store authoritative world positions in 64-bit doubles and convert to floats locally for rendering and physics near the camera, preserving global precision.
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 your game 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.