Quick answer: When a strike fires, pick a distance, flash the sky immediately, and schedule the thunder to play after distance divided by the speed of sound, scaling its volume by distance.
Every lightning bolt is accompanied by an instant thunderclap, which feels wrong for anything but a direct hit. Real thunder arrives seconds after the flash based on how far away the strike was.
How to fix it
1. Pick a strike distance
On each lightning event choose a distance for the bolt; do the bright sky flash and any bolt visual immediately since light is effectively instant.
2. Delay thunder by distance
Schedule the thunder clip to play after distance / speedOfSound seconds (roughly distance in meters / 343), so near strikes crack quickly and far ones rumble later.
3. Scale volume and rumble
Attenuate the thunder volume and shift toward a longer, lower rumble for distant strikes, and a sharp crack for near ones, so the delay and timbre together convey distance.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.