Quick answer: Read the roof socket transform from each wall's top in its own local space, then align the roof's socket to it including the wall's rotation.

Walls placed at an angle leave their roofline exposed because roof pieces will not snap to them. The snap math is hard-coded to axis-aligned walls and ignores rotation.

How to fix it

1. Place sockets in wall-local space

Author the roof connection socket as a child of the wall so it inherits the wall's rotation and slope. Computing it from world axes breaks on any non-aligned wall.

2. Match roof socket to wall socket

Align the roof's own socket transform to the nearest wall-top socket, copying position and rotation, so the roof tilts to match the wall.

3. Filter by socket type

Only snap roof pieces to sockets tagged as roof connectors, so a roof does not try to attach to a window or doorway socket on the same wall.

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.

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