Quick answer: Always convert pointer coordinates against the native screen resolution for raycasts and UI hit-testing, and only apply render scale to the 3D draw, not to input mapping.

At 70% render scale the crosshair hits slightly off where you click. Picking used the scaled buffer size. Map input against native resolution so aim stays accurate.

How to fix it

1. Pick in native space

Build your camera ray and UI hit tests from the native screen resolution and the pointer's screen position, independent of the scaled render-target size.

2. Keep the scale render-only

Render scale should change only how many pixels the 3D scene is drawn at; input, UI, and physics raycasts stay in native screen units.

3. Verify with a test cursor

Draw a debug marker at the raycast hit and confirm it tracks the cursor exactly across the full render-scale range from low to native.

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.