Quick answer: Use continuous collision detection on throwables, give thin walls thickness, and confirm the collision layers let the throwable hit world geometry.
Throwables passing through walls is collision tunnelling. Continuous detection fixes it. Here is how.
How to fix it
1. Use continuous collision
Enable continuous collision detection on fast throwables so the engine sweeps their path between physics steps, catching thin walls they would otherwise tunnel through at speed.
2. Thicken thin geometry
Thin walls and floors are easy for a fast object to skip past in one step. Give them more collision thickness so there is more for the throwable to hit, reducing tunnelling.
3. Check the collision layers
Confirm the throwable's collision layers and mask let it collide with world geometry. A throwable on a layer that does not interact with walls passes through them regardless of speed. Set the layers so it hits the world.
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.