Quick answer: Set the render texture's antiAliasing/sample count to the desired MSAA level (and use a multisampled target), since the back-buffer's MSAA setting does not apply to your offscreen target.
You turn on MSAA but jagged edges remain because the game renders to a RenderTexture for a UI panel or post effect. The texture had no MSAA. Set its sample count.
How to fix it
1. Set sample count on the texture
Configure the RenderTexture's antiAliasing (sample count) to 2/4/8; the project's MSAA quality applies to the back-buffer, not your offscreen target.
2. Resolve before sampling
A multisampled target must be resolved before it is sampled by post-processing or UI; let the engine resolve it or do an explicit resolve blit.
3. Mind deferred rendering
MSAA does not work with deferred shading; if your render-texture camera is deferred, switch to forward or use a post-process AA (TAA/FXAA) instead.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.