Quick answer: Add a max-bounce counter, reflect the velocity off the surface normal, decrement the counter each bounce, and destroy the projectile when it is exhausted.

A ricochet round that pinballs around a room forever has no bounce cap. Counting bounces and bleeding off energy ends the loop. Here is how.

How to fix it

1. Reflect off the normal

On OnCollisionEnter, compute velocity = Vector3.Reflect(velocity, contact.normal) so the bounce direction is physically correct.

2. Cap the bounce count

Track bouncesLeft, decrement it each ricochet, and Destroy the projectile when it hits zero so it cannot bounce indefinitely.

3. Decay energy each bounce

Multiply speed by a restitution factor below 1 on each bounce so the projectile slows and naturally dies even before the count runs out.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.