Quick answer: Keep all simulation logic deterministic: use Quantum's fixed-point math (FP), the deterministic RNG from the frame, and frame data only, never Unity APIs inside systems.
A Quantum game that desyncs and reports a checksum mismatch has nondeterminism inside the simulation. Quantum is deterministic only if your code is. Here is how to keep it that way.
How to fix it
1. Use fixed-point math, not floats
Replace Unity float/Vector3 math in systems with Quantum's FP and FPVector3. IEEE floats differ across hardware and break determinism, which is exactly what the checksum catches.
2. Use the frame's deterministic RNG
For randomness in the simulation use frame.RNG, never System.Random or UnityEngine.Random. Only the frame-seeded generator produces the same sequence on every client.
3. Keep Unity APIs out of systems
Never call MonoBehaviours, Unity physics, or read wall-clock time inside Quantum systems. The simulation must depend only on frame data; view-side Unity code belongs in the view, not the deterministic core.
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.