Quick answer: Bake the correction into the model's import Scale Factor so the prefab transform stays at 1, keeping physics, normals, and snapping correct.
When a prefab has a Transform scale of 100 to make a model the right size, you have hidden the real fix in the wrong place. Non-uniform or large transform scales distort child colliders, can flip normals, and break grid snapping, all of which a mesh-level scale avoids.
How to fix it
1. Move the scale to the mesh import
Set the correct Scale Factor on the model's import settings so the mesh itself is the right size. Then reset the prefab's Transform scale to 1.
2. Apply scale in the DCC tool ideally
Best is to apply scale in Blender/Maya so the exported mesh is already correct and neither the import nor the transform needs a compensating factor.
3. Verify physics and snapping
After fixing scale, recheck colliders, rigidbody behavior, and grid snapping. A transform scale of 1 keeps these systems predictable where a baked-in scale distorted them.
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.