Quick answer: Detect the resume and skip or clamp the first frame's delta time, and use Time.maximumDeltaTime so accumulated physics steps cannot explode.
A player backgrounds your game for a minute, returns, and characters shoot across the level or ragdolls explode. That first frame carries a deltaTime of the whole minute away. Clamp it so the simulation does not lurch.
How to fix it
1. Lower maximumDeltaTime
Set Time.maximumDeltaTime to a small value (for example 0.1) so the fixed-timestep loop cannot try to catch up an entire background interval in one frame.
2. Skip the first resumed frame
In OnApplicationPause(false), flag the next frame to skip movement and physics integration so the stale delta is never applied.
3. Pause physics while backgrounded
Set Time.timeScale = 0 on pause and restore it on resume so no simulation time accumulates against your gameplay while the app is away.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.