Quick answer: Either raycast or sample a depth buffer above each spawn point to skip occluded particles, or place trigger volumes that disable rain when the player is under cover.
Standing under a roof, rain still streaks down through the ceiling and lands on you. Particle systems do not collide-test their spawn against overhead geometry, so cover does nothing unless you add occlusion yourself.
How to fix it
1. Occlude with a top-down depth pass
Render a small orthographic depth map looking straight down over the play area; in the rain shader or spawn logic, kill particles whose world height is below the nearest captured surface so anything under a roof gets no rain.
2. Use cover volumes
Place trigger colliders under large roofs that, when the camera enters, fade the rain particle emission to zero and disable the screen droplet effect, restoring it on exit.
3. Raycast sparse spawns
For lighter rain, raycast upward from each spawn position and discard the particle if it hits geometry, sampling only a fraction of spawns per frame to keep the cost low.
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.