Quick answer: Reduce raycast frequency, share or batch casts, cast against simpler colliders and layers, and cache results that do not change every frame.
Raycast overhead is too many casts per frame. Reducing them fixes it. Here is how.
How to fix it
1. Reduce frequency
Many systems raycast every frame when less often would do. Ground checks and perception can run every few frames or on demand. Lower the cast frequency where the result does not need per-frame accuracy.
2. Cast against simple colliders and layers
Raycasting against complex mesh colliders is expensive. Cast against simplified colliders and use layer masks so each ray tests only relevant colliders, not the whole scene.
3. Batch and cache
Use batched raycast APIs (raycast commands or jobs) for many casts, and cache results that are stable across frames. Recomputing the same ray every frame when nothing moved is wasted work.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.