Quick answer: Replace the step-count BFS with a Dijkstra-style flood fill that accumulates per-tile movement cost and stops when the budget is exceeded.
If a swamp costs the same as grass on your movement overlay, units appear to move farther than the rules allow. A cost-aware flood fill fixes the highlight. Here is how.
How to fix it
1. Flood by accumulated cost
Run a Dijkstra/uniform-cost search from the unit, adding each neighbor's terrain cost to the running total. Only enqueue tiles whose total cost is within the movement budget.
2. Block impassable tiles
Skip tiles flagged impassable and tiles occupied by other units entirely, so the highlight never includes destinations a unit cannot actually reach.
3. Cache the cost map
Store the resulting cost-to-reach per tile so the same data drives both the highlight and the actual path the unit walks, keeping display and movement consistent.
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.