Quick answer: Render footprint impressions into a persistent (non-cleared) accumulation RenderTexture and sample it as a height offset in the snow shader, fading it slowly for refill.
Walking through snow leaves no tracks, or footprints flash for one frame and vanish. Persistent deformation needs an accumulation buffer that stamps impressions and keeps them, not a buffer cleared each frame.
How to fix it
1. Use a persistent deformation buffer
Allocate a RenderTexture for the snow deformation map and do not clear it each frame; stamp a small dark splat where feet contact the surface so impressions accumulate.
2. Displace and shade from the buffer
Sample the deformation map in the snow material to push vertices down via tessellation or vertex displacement and darken/flatten the snow inside footprints.
3. Refill slowly for fresh snow
If snow should refill, blend the deformation buffer back toward zero very gradually (a faint fade per frame) so old tracks soften over time while new ones stay crisp.
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.