Quick answer: Put the callback on an object with a renderer, account for the scene view counting as a camera in the editor, and use bounds-based checks for non-renderer objects.
OnBecameVisible not firing is usually a missing renderer or editor camera confusion. Here is how to fix it.
How to fix it
1. Ensure there is a renderer
OnBecameVisible and OnBecameInvisible fire based on a Renderer's visibility. An object without a renderer never receives them. Put the script on (or alongside) an object that has a renderer.
2. Account for the scene view
In the editor, the scene view camera counts, so an object can be visible to it even when off the game camera, firing the callbacks unexpectedly. Test visibility logic in a build or account for editor cameras.
3. Use bounds checks for non-renderers
For objects without renderers, or for precise control, do your own visibility check against the camera frustum and the object's bounds, rather than relying on the renderer callbacks.
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.