Quick answer: Check sqrMagnitude against a small epsilon before normalizing, and fall back to a safe default direction when the vector is effectively zero.
An object that suddenly disappears or whose position becomes NaN is often the victim of normalizing a zero vector, such as a direction to a target at the same position. Guarding the length fixes it. Here is how.
How to fix it
1. Guard with sqrMagnitude
Before calling dir.normalized, test if (dir.sqrMagnitude < 1e-8f) return; or substitute a default like Vector3.forward. This avoids the divide-by-zero entirely.
2. Prefer Vector3.Normalize semantics
Note that Unity's Vector3.normalized already returns zero for a zero vector rather than NaN, but math you write by hand (v / v.magnitude) does not, so audit custom normalization.
3. Detect NaN early
Add an assert such as Debug.Assert(!float.IsNaN(result.x)) in suspect code so a stray NaN is caught at its source instead of after it has spread.
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.