Quick answer: Switch to underwater camera, controls, and post-effects on entering water, manage the oxygen timer correctly, and restore everything on surfacing.

Underwater bugs are incomplete water-state transitions. Cleanly switching fixes them. Here is how.

How to fix it

1. Switch state on entering water

On submerging, switch to underwater movement, camera, and post-processing (color, distortion, muffled audio), and reverse it on surfacing. A partial switch leaves the camera or controls in the wrong mode underwater.

2. Manage the oxygen timer

Drain oxygen by time while submerged and reset it on surfacing, with correct handling of going under repeatedly. A timer that does not reset, or drains while above water, breaks the underwater mechanic.

3. Restore on surfacing

Cleanly restore normal camera, controls, audio, and effects when the player leaves the water. Leftover underwater effects or controls after surfacing is a common, jarring bug.

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.