Quick answer: Fully reset a pooled projectile's state on activation, clear trails and hit flags, and set the owner and velocity fresh each time.
Pooled projectile bugs are incomplete state reset. Resetting fully fixes it. Here is how.
How to fix it
1. Reset state on activation
When taking a projectile from the pool, reset all its state — position, velocity, lifetime, owner, hit flags — to fresh values. Reusing it without a full reset carries over the previous life's state, causing wrong behavior.
2. Clear trails and effects
Clear any trail renderer or attached effects when reactivating a pooled projectile, so it does not draw a streak from its previous position to the new spawn point or keep an old effect playing.
3. Set owner and avoid double hits
Set the firing owner fresh so the projectile ignores its shooter, and reset the has-hit flag so it can hit again. A stale owner or hit flag from the previous use causes wrong collision and missing hits.
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.