Quick answer: Use real-time reflection updates for dynamic content where needed, or screen-space reflections for moving objects, and balance the update cost.

Reflections not updating for moving objects are static probes. Dynamic reflections fix it. Here is how.

How to fix it

1. Update probes in real time where needed

Static baked reflection probes capture only the static scene. For reflections that must show moving objects, use real-time probe updates (at a managed rate), so dynamic content appears in the reflection.

2. Use screen-space reflections

Screen-space reflections reflect on-screen dynamic objects without per-probe updates, so moving objects appear in reflective surfaces. Use SSR (with fallbacks for off-screen) for dynamic reflections where probes are too static or costly.

3. Balance the update cost

Real-time reflections are expensive. Update them only where reflections matter and at a rate that balances quality and cost — important surfaces more often, minor ones rarely or baked. This keeps dynamic reflections affordable.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.