Quick answer: Attach the precipitation emitter to the camera so it only spawns particles in a box around the viewer, and scale particle count with quality settings.

Your rain runs fine in a small test scene but drops the frame rate in a big level because it is raining everywhere at once. Only the precipitation near the camera is ever seen.

How to fix it

1. Follow the camera

Parent the rain/snow emitter to the camera (or a box centered just ahead of it) so particles only spawn in the visible volume, not across the entire map.

2. Cap and scale particle count

Set a hard max particle count and scale it with a quality setting so low-end hardware spawns fewer drops while the effect still reads as rain.

3. Use cheap stretched billboards

Render drops as camera-facing stretched billboards in a single draw rather than meshes, and avoid per-particle collision except where you actually need splashes.

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.