Quick answer: Increase solver iterations, soften stiffness or shorten the timestep, tune pressure and damping, and handle self-collision carefully.
Soft body instability is an under-solved or ill-tuned simulation. Here is how to stabilize it.
How to fix it
1. Raise solver iterations
Soft bodies need enough constraint solver iterations to hold their shape each step. Too few leaves them jittering or collapsing. Increase iterations, especially for stiffer bodies.
2. Soften stiffness or shorten the step
Very stiff soft bodies overshoot at a large timestep and explode. Either soften the stiffness or use a smaller fixed timestep (or substeps) so the solver keeps up and the body stays stable.
3. Tune pressure, damping, and self-collision
Tune internal pressure and damping so the body holds volume without oscillating, and handle self-collision carefully — aggressive self-collision is a common source of jitter. Add damping to settle motion.
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 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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.