Quick answer: Set the Main module's Scaling Mode to Hierarchy so the system inherits the full parent scale chain, then re-check shape and size values.

Particle systems have their own scaling mode that decides whether parent scale applies. Switching it to Hierarchy makes the effect grow and shrink with the parent. Here is how.

How to fix it

1. Set Scaling Mode to Hierarchy

In the Main module change Scaling Mode from Local to Hierarchy. Hierarchy multiplies in every parent's scale so a 2x parent makes the effect twice as big.

2. Re-author at unit scale

With Hierarchy scaling, design the effect assuming a scale of 1 on the system itself and let the parent drive size, so it stays consistent when reused at different scales.

3. Check Shape scale separately

The Shape module also has a Scale; that affects emission area, not particle size. Adjust it alongside Start Size if the emission region looks wrong after switching modes.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.