Quick answer: Track peak concurrent usage to size the pool, ensure every borrowed object is returned, and either grow the pool or recycle the oldest item when it empties.

Bullets or effects stop appearing under heavy load because your pool has nothing left to give. Either it is too small for the busiest moment or objects are leaking out and never coming back. Here is how to fix both.

How to fix it

1. Size for peak demand

Profile the maximum number of simultaneously active instances, not the average, and set the pool capacity above that. A pool that fits the average will starve during the busiest combat or particle burst.

2. Guarantee returns

Every code path that borrows an object must return it, including early exits and disable/death cases. A common leak is returning on hit but not on lifetime-expiry, which slowly drains the pool over a session.

3. Choose a starvation policy

When the pool empties, either grow it (allocate a new instance and add it back later) or recycle the oldest active item. Silently returning null causes invisible missing spawns, so pick a deliberate fallback.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.