Quick answer: Set the beam's endpoints to the real start and hit point, orient and scale it to span them, and tile the texture by length so it does not stretch.
A beam not rendering correctly is endpoint and scaling issues. Here is how to fix it.
How to fix it
1. Set the endpoints
Update the beam's start and end to the actual source and the hit point (from a raycast), each frame. A beam with a fixed length or endpoint does not reach where it should or overshoots the target.
2. Orient and scale to span
Orient the beam toward the target and scale its length to the distance between endpoints, so it spans exactly from source to hit. A beam not scaled to the distance looks too short or stretched.
3. Tile the texture by length
Tile the beam's texture along its length so the pattern stays consistent rather than stretching with the beam. Stretching a fixed UV over a long beam smears the texture; tiling by length keeps it crisp.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.