Quick answer: On the clear transition, ramp emission to zero, let existing particles finish their lifetime, and fade wetness, fog, and screen droplets back to dry over a few seconds.

Your storm ends in the state machine but raindrops keep falling and the ground stays soaked. Switching states only flips a flag; each visual subsystem must be told to wind down, or it just keeps doing what it was last set to.

How to fix it

1. Fade emission, do not snap

On entering the Clear state, lerp the rain emitter's emission rate to 0 over a couple of seconds and stop spawning new particles, letting in-flight drops fall naturally so the rain thins out instead of vanishing.

2. Reset all dependent effects

Drive wet-surface wetness, puddle level, fog density, and the camera droplet overlay from the same weather blend factor so they all return to their dry values when the state clears.

3. Guard against re-entry

Ensure the transition out of rain cancels any queued lightning or gust timers so a half-finished storm does not restart effects after the state has already moved to clear.

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.