Quick answer: Rebake occlusion after geometry changes, lower the smallest-occluder and voxel sizes for finer accuracy, and exclude dynamic or thin objects that the bake handles poorly.
Wrongly hidden objects mean the occlusion bake disagrees with the current scene. Rebaking with finer settings, and keeping moving objects out of the static bake, fixes it.
How to fix it
1. Rebake after changes
Any geometry move invalidates the occlusion data; rebake so the visibility set matches the current scene rather than an old layout that hides moved objects.
2. Lower voxel and occluder sizes
Reduce the smallest occluder size and voxel size in the bake parameters so the solver is accurate enough not to over-occlude small or thin visible objects.
3. Exclude dynamic geometry
Mark moving or frequently changing objects as dynamic so they are not baked as static occludees, since the static set cannot represent their changing visibility.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.