Quick answer: Clamp the vector's magnitude with Vector3.ClampMagnitude(velocity, maxSpeed), which preserves direction while limiting total speed.
A vehicle whose top speed is higher diagonally, or whose direction shifts when it hits the speed cap, is clamping per-axis. Clamping the magnitude fixes both. Here is how.
How to fix it
1. Use ClampMagnitude
Replace per-axis Mathf.Clamp calls with velocity = Vector3.ClampMagnitude(velocity, maxSpeed), which scales the whole vector down uniformly and keeps its direction.
2. Clamp horizontal speed separately
If you cap ground speed but not fall speed, clamp only the horizontal component: build a vector from x and z, ClampMagnitude it, then restore the original y.
3. Clamp after adding forces
Apply the clamp after all acceleration and forces for the frame, so transient spikes are caught before they are integrated into position.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.