Quick answer: Clamp RPM to a maximum, and implement a rev limiter that cuts or reduces torque when RPM approaches the redline, producing the characteristic bounce off the limiter.
The tach buries itself past the redline and the engine never limits, which feels wrong and breaks the shift feedback loop. Adding a proper rev limiter both protects the gauge and tells players when to shift.
How to fix it
1. Clamp and compute RPM correctly
Derive RPM from wheel angular speed times the current gear ratio and final drive, then clamp it to a sane max so it cannot run off the dial.
2. Cut torque at the redline
When RPM reaches the limiter, drop engine torque sharply for a moment so RPM falls back, creating the familiar bounce off the limiter and a clear shift cue.
3. Add an idle floor
Hold RPM at an idle value when the clutch is in or the car is stopped in gear, so the gauge does not drop to zero and the audio idle stays consistent.
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.