Quick answer: Enable probe blending, give overlapping probes matching intensity and resolution, and align their box-projection bounds so reflections stay continuous across the boundary.
A reflection seam is the switchover line between two probes. Matching their settings and enabling blending makes the transition gradual instead of a visible edge.
How to fix it
1. Enable probe blending
Turn on reflection probe blending and overlap the two probe volumes so the renderer cross-fades between cubemaps in the overlap zone instead of switching abruptly.
2. Match intensity and resolution
Give neighboring probes the same intensity multiplier and cubemap resolution; mismatched brightness or sharpness is the most visible part of the seam.
3. Align box projection
If both probes use box projection, align their box bounds at the shared boundary so a reflected surface does not jump position when the active probe changes.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.