Quick answer: Detect the platform under the player and add the platform's per-frame delta movement to the player, or parent the player to the platform while standing on it.
A classic platformer bug: the elevator rises or the raft drifts away but the player hangs in the air or gets left behind. The controller never learns it is standing on something that moves. Here is how to fix it.
How to fix it
1. Detect the platform under the player
On each ground check, record the collider you are standing on. If it is tagged as a moving platform, capture its transform so you can track its motion this frame.
2. Add the platform delta to the player
Each frame compute the platform's position delta since last frame and add it to the player's move, so the player inherits the platform's translation (and rotation, if it turns).
3. Inherit velocity on jump
When the player leaves the platform, carry the platform's current velocity into the jump so they launch with momentum instead of dropping straight down.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.