Quick answer: Drive encounters off distance traveled or in-game steps rather than per-frame rolls, accumulating a step counter that triggers when it crosses a threshold.

If players hit more battles on a slow phone than a fast PC, your encounter check is per-frame. Here is how to make it frame-rate independent.

How to fix it

1. Accumulate distance

Add the distance moved this frame to a counter; only roll for an encounter when the counter exceeds a step threshold, then reset it.

2. Use a random step target

Pick a random number of steps until the next encounter and count down, instead of rolling a probability every frame.

3. Decouple from deltaTime rolls

Never call your encounter RNG once per Update; tie it strictly to movement so 30 FPS and 120 FPS produce the same encounter density.

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.