Quick answer: Define slot offsets relative to the leader's facing, transform them by the leader's rotation each frame, and have units arrive at their moving slot rather than a fixed point.
A squad that holds a neat line until the leader turns, then sprawls into a mess, is using world-fixed slots. Anchoring slots to the leader's transform keeps the shape. Here is how.
How to fix it
1. Define slots in leader-local space
Store each unit's slot as an offset relative to the leader, then transform it by the leader's position and rotation every frame so the whole formation rotates as a rigid shape.
2. Steer units to their moving slot
Have each unit run arrive toward its current slot position rather than pathing to a static goal, so they track the formation as it moves and turns.
3. Scale speed to hold cohesion
Slow the leader (or speed lagging units) when members fall behind their slots beyond a tolerance, so the formation does not stretch and snap during fast turns.
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.