Quick answer: Solve the quadratic for the time when the projectile and target coincide given the projectile speed and the target's velocity, then aim at the predicted position.
An AI turret that always trails behind a moving target is aiming at the present position instead of leading. Solving the interception quadratic makes it hit moving targets. Here is the math.
How to fix it
1. Set up the interception quadratic
With relative position d and target velocity vt, solve (vt.sqrMagnitude - s*s) t^2 + 2(d.dot(vt)) t + d.sqrMagnitude = 0 for the smallest positive time t, where s is projectile speed.
2. Aim at the predicted position
Fire toward targetPos + vt * t using the solved t. This is where the target will be when the projectile arrives.
3. Handle no-solution cases
If the discriminant is negative or t is non-positive, the projectile is too slow to catch the target; fall back to aiming at the current position or hold fire.
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.