Quick answer: Enable the collision module, choose world collision with the right quality, set the collision layers, and tune bounce and lifetime loss.
Particle collision not working is the disabled or misconfigured collision module. Here is how to fix it.
How to fix it
1. Enable the collision module
Turn on the particle system's collision module. By default particles do not collide; without enabling collision they pass straight through geometry rather than bouncing off it.
2. Set the collision mode and layers
Choose world collision (against scene geometry) and set the layer mask to the surfaces particles should hit. The wrong mode (planes only) or layers makes particles ignore the geometry you expect.
3. Tune bounce and lifetime
Tune the bounce (dampen) and lifetime loss on collision so particles behave as intended — sparks bouncing and fading, debris settling. Default values may make particles bounce forever or stop dead unrealistically.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.