Quick answer: Drive the droplet overlay intensity from the rain factor, fade it down when rain stops, and animate existing drops sliding off and evaporating instead of vanishing.

Rain has stopped but the camera still looks like it is shooting through a wet windshield. The droplet overlay must dry out with the weather, not stay at full strength forever.

How to fix it

1. Tie droplets to rain intensity

Bind the droplet overlay's amount to the current rain factor so new drops only accumulate while it is actually raining and the count stops growing when it clears.

2. Fade and dry existing drops

When rain stops, gradually reduce drop opacity and size, and let some streak downward, so the lens dries naturally over a few seconds rather than blinking clean.

3. Respect cover

Disable droplet accumulation when the camera is under a roof or indoors so the lens is not pelted while the player is sheltered, matching the rain occlusion logic.

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.