Quick answer: Call Clear() on the TrailRenderer the frame you teleport, or disable emitting for a frame, so it starts a fresh trail at the new location.
A Trail Renderer just connects sampled positions, so a teleport produces a straight stretch between old and new spots. Clearing the trail at the moment you reposition removes the artifact. Here is how.
How to fix it
1. Clear on teleport
Right after you set the new transform position, call trailRenderer.Clear() so the existing points are discarded and the trail restarts cleanly at the destination.
2. Pause emitting for a frame
Set emitting = false for one frame around the teleport, move the object, then re-enable it. This prevents the connecting segment from being recorded at all.
3. Tune Min Vertex Distance and Time
If you see gaps during fast normal movement, lower Min Vertex Distance so points are sampled more often, and raise Time so the trail does not expire before the next sample.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.