Quick answer: Cap the compounded multiplier, use a wider numeric type or a soft diminishing-returns curve for stacks, and guard against infinity and NaN before applying damage.
Multiplicative synergies are fun until the number becomes Infinity and the game breaks. Bounding the compound growth and validating the result keeps big builds powerful without overflowing.
How to fix it
1. Apply diminishing returns to stacks
Instead of pure multiplication, route stacked multipliers through a curve that grows fast then flattens, so the value stays in a sane range while still rewarding stacking.
2. Guard against non-finite results
After computing a stat, check float.IsInfinity and float.IsNaN and clamp to a max value, so one runaway calculation cannot corrupt downstream systems.
3. Use a wider type for the accumulator
Compute the running product in double (or a big-number type) and only narrow to the display value at the end to delay overflow.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.