Quick answer: Detect the water volume, switch to a swim movement mode with reduced gravity and vertical swim input, and restore normal movement when the player exits the surface.
Water levels need their own movement rules. The fix is to enter a swim state on contact with the water volume that lowers gravity and lets the player stroke upward.
How to fix it
1. Detect the water volume
Use a trigger collider on the water body and on enter set isSwimming = true, on exit set it false, so the controller knows when to apply swim physics.
2. Switch movement rules
While swimming, reduce gravity scale, apply a gentle buoyancy upward, and map the jump/up input to a swim stroke that raises the player rather than a one-shot ground jump.
3. Handle the surface boundary
Let the player break the surface to jump out, and add an oxygen timer if the design needs it, transitioning cleanly back to ground movement when they leave the water.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.