Quick answer: Drive caption timing from the AudioSource's playback position (timeSamples / clip.frequency) rather than accumulated frame time, so captions follow the audio clock exactly.

Frame-time accumulation and the audio DSP clock diverge under load. Reading the source's actual playback position to schedule caption changes keeps subtitles locked to the spoken words.

How to fix it

1. Use the audio playback position

Compute current playback seconds as source.timeSamples / (float)source.clip.frequency and switch captions based on that, not on a frame-time counter.

2. Author cues against audio time

Store each subtitle's start time in seconds relative to the clip and compare to the live audio position, so captions are sample-accurate to the voice.

3. Account for output latency

If captions feel slightly ahead, offset by the audio output latency so the visible text aligns with what the player actually hears, not when the buffer was queued.

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.