Quick answer: Set the input's z to the desired distance from the camera before calling ScreenToWorldPoint, or raycast through the screen point to hit actual geometry.

Objects spawned at a mouse click that appear stuck on the camera are calling ScreenToWorldPoint with z=0. Supplying the real depth places them in the world. Here is the fix.

How to fix it

1. Provide the z distance

Pass new Vector3(mouse.x, mouse.y, distanceFromCamera) to Camera.main.ScreenToWorldPoint. The z is the world distance from the camera, not a screen coordinate.

2. Raycast for real surfaces

To place an object on geometry, build a ray with Camera.main.ScreenPointToRay(mouse) and use Physics.Raycast to find the hit point, which respects actual depth.

3. Use a plane for 2.5D

For placing on a fixed plane, intersect the screen ray with a Plane using plane.Raycast(ray, out enter) and read ray.GetPoint(enter).

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.