Quick answer: Enable Box Projection, then size and position the probe's box volume to match the room geometry, and place the probe near the room center so the projection lines up.
A reflection that slides across a flat wall as the camera moves means box projection is on but the box does not match the walls. Fitting the box to the room makes the reflection stick.
How to fix it
1. Enable box projection
On the Reflection Probe, turn on Box Projection. Without it the cubemap is treated as infinitely far, so planar surfaces near the probe reflect at the wrong angle.
2. Fit the box to the walls
Set the probe's Box Size and Box Offset so its faces line up with the actual floor, ceiling, and walls. A box larger or smaller than the room reprojects rays to the wrong depth.
3. Center the probe sensibly
Position the probe near the middle of the volume it represents. Off-center probes with box projection show asymmetric stretching toward the nearer faces.
4. Re-render the probe
Bake or re-render the probe after moving it, and check a mirror-like material; the reflection should now track wall corners instead of warping.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.