Quick answer: Use a dynamic rigidbody with gravity enabled, or manually integrate a gravity term into the projectile's velocity each FixedUpdate.

If long-range shots never dip, your projectile is ignoring gravity. Enabling it on the rigidbody or integrating drop manually gives a believable arc. Here is how.

How to fix it

1. Enable gravity on the rigidbody

Set the projectile's Rigidbody to non-kinematic and check Use Gravity, then launch it with rb.velocity = dir * speed so drop accumulates over flight.

2. Or integrate drop manually

For a script-driven projectile, each FixedUpdate do velocity += Physics.gravity * dropScale * Time.fixedDeltaTime and move by velocity * dt so you control the arc precisely.

3. Tune drop with a scale

Expose a dropScale so designers can dial the arc independent of world gravity, keeping fast rounds flat and lobbed rounds arced.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.