Quick answer: Use World collision with the floor's layer in the Collides With mask, raise the collision quality, and increase the radius scale so thin colliders are not missed.

Particle collision is approximate; the wrong layer mask, low quality, or a thin collider lets fast particles pass through. Configuring the module correctly stops the tunneling. Here is how.

How to fix it

1. Enable World collision and the mask

Set Collision Type to World and include the floor's layer in Collides With. If the floor's layer is excluded, particles ignore it entirely and fall through.

2. Raise quality and radius scale

Increase the Collision Quality (High for 3D depth collision) and the Radius Scale so each particle is treated as larger, reducing the chance fast particles skip past a thin surface.

3. Watch fast particles and thin floors

Very fast particles can tunnel even at High quality. Add a Limit Velocity over Lifetime, thicken the collider, or use a planar collision plane for a guaranteed flat floor.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.