Quick answer: Shift the whole world back toward the origin as the player moves (a floating origin) so coordinates stay small and precise.
Vertices and rigidbodies that shake when the player travels far from the scene origin are hitting float precision limits. Recentering the world on the player fixes the jitter. Here is how.
How to fix it
1. Implement a floating origin
When the player crosses a distance threshold from the origin, subtract their offset from every object's position so the player returns near (0,0,0) and coordinates stay small.
2. Shift cameras and particles too
Apply the same offset to cameras, particle systems, and any cached world positions, otherwise they will lag behind the rebased world and tear.
3. Consider double precision for huge worlds
For very large open worlds, keep authoritative positions in double and convert to float only relative to the current origin chunk when rendering.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.