Quick answer: Couple the pressure constant to the surface stiffness and target volume, clamp volume change per step, and add damping, so the soft body holds a stable inflated shape.

A pressure-model soft body (a jelly cube or balloon) that either deflates into a puddle or inflates until it bursts has pressure and surface springs out of balance. Coupling them keeps it stable. Here is how to fix it.

How to fix it

1. Drive pressure from target volume

Compute the outward pressure force from the ratio of current to rest volume (P = k * (V0/V - 1)) so the body self-corrects toward its target shape instead of running away.

2. Balance against surface springs

Tune the pressure constant relative to the surface spring stiffness; if pressure dominates it balloons, if springs dominate it collapses, so adjust them together.

3. Clamp and damp

Limit how much the volume can change per step and add velocity damping on the surface vertices so the body cannot oscillate into an explosion or implosion.

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.

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