Quick answer: Apply knockback as a velocity change (impulse) independent of frame rate, account for mass deliberately, and compute the direction consistently from attacker to target.

Inconsistent knockback is frame-rate or mass dependence in how the force is applied. Here is how to make it uniform.

How to fix it

1. Apply knockback as an impulse

Set the target's velocity (or apply an impulse) rather than adding force over frames, so the knockback is the same regardless of frame rate. Force applied per frame varies with how many frames the hit spans.

2. Handle mass deliberately

Mass affects how far a force pushes an object. Decide whether knockback should ignore mass (uniform launch) or respect it, and apply it consistently, rather than getting whatever the physics happens to produce.

3. Compute direction consistently

Derive the knockback direction from a stable reference (attacker to target, or the hit normal) the same way every time. An inconsistent direction calculation makes the same hit knock targets different ways.

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.