Quick answer: Define discrete hit windows for a multi-hit attack and allow at most one hit per target per window, tracking already-hit targets within each window.
If a three-hit move drains far more health than three hits should, overlaps are being double-counted. One hit per target per window fixes the count. Here is how.
How to fix it
1. Define discrete hit windows
Split the attack into N windows (via animation events) and reset the per-window hit set at the start of each, so each window can land exactly one hit per target.
2. Track hits within a window
Keep a HashSet of targets hit in the current window and skip any target already in it, ignoring extra overlap frames or shapes.
3. Ignore duplicate colliders
Resolve hits against the target's root health component, not each child collider, so a multi-collider hurtbox does not multiply the hit count.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.