Quick answer: Set the particle system's sorting and render queue relative to other transparents, use sorting fudge and per-particle sorting where needed, and avoid intersecting transparent surfaces.

Particle sorting issues are transparent render-order problems. Tuning sorting fixes them. Here is how.

How to fix it

1. Set sorting order and queue

Control where the particle system draws relative to other transparent objects with its sorting layer, order, and render queue. The default distance sort often gets particles near other transparents wrong.

2. Use per-particle sorting and fudge

Enable per-particle sorting for systems where particles overlap each other, and use the sorting fudge to bias the whole system forward or back relative to nearby geometry to fix consistent ordering errors.

3. Avoid intersecting transparents

Particles intersecting a large transparent surface cannot be sorted correctly per-object. Use soft particles (depth fade) or avoid the intersection so the blend reads correctly instead of hard-sorting wrong.

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.

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