Quick answer: Reduce or cancel knockback when a pit is behind the player, add brief post-hit control or a hover, and grant invulnerability so a single hit cannot chain into a fall death.
Knockback that consistently kills players near pits feels cheap. Make knockback aware of ledges and give the player a moment to recover before they fall.
How to fix it
1. Check for a pit behind the player
Before applying knockback, raycast in the knockback direction for ground. If there is a pit, clamp the impulse so the player is staggered in place rather than launched off the edge.
2. Grant brief air control
Allow a short window of movement input during knockback so a skilled player can fight back toward solid ground instead of being a passive projectile.
3. Add invulnerability and a hover
Give i-frames after the hit and optionally a brief hover at the apex of knockback, so a hazard cannot immediately combo the player into a fatal fall.
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.