Quick answer: Solve the projectile equation for the launch speed or angle from the horizontal distance, height difference, and gravity, rather than tuning velocity by hand.
A grenade or arrow that never quite lands on its target is using a hand-tuned velocity instead of solved ballistics. Computing the launch parameters from physics makes it hit reliably. Here is how.
How to fix it
1. Solve for speed at a fixed angle
For a chosen launch angle, the required speed follows from the range equation v = sqrt(range * g / sin(2 * angle)) on level ground. Plug in Physics.gravity.magnitude.
2. Account for height difference
When the target is higher or lower, use the full projectile equation that includes the vertical offset, otherwise the level-ground formula misses by the height delta.
3. Pick the low or high arc
There are usually two valid angles for a given speed and range. Choose the low arc for direct shots and the high arc to clear obstacles, then verify with a quick simulation.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.