Quick answer: Tune the fog mode, density, and start/end so the curve actually ramps across your scene's depth range, and verify the camera far plane is large enough to show fogged distance.

Things a few meters away are hazy but the far horizon is razor sharp, the opposite of how atmosphere works. The fog falloff is mistuned for the scale of your scene.

How to fix it

1. Match fog to scene scale

Set the fog start/end (Linear) or density (Exponential) so the haze ramps up across the actual distances in your level; tiny densities barely fog huge scenes while large ones fog everything up close.

2. Pick the right mode

Use Exponential Squared for natural distance haze and choose a density on the order of the inverse of your view distance so far geometry is meaningfully obscured.

3. Check the far plane and skybox

Ensure the camera far clip reaches the distant geometry and that the fog color matches the skybox horizon so distant objects fade into the sky rather than ending abruptly.

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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.