Quick answer: Set the intended Detail Resolution before painting, and after any resize repaint or rescale the detail layers so density per square meter matches the new terrain dimensions.

Sparse grass after a resize is the detail grid being stretched. Setting resolution first and repainting restores density. Here is how.

How to fix it

1. Set Detail Resolution before painting

Choose the final Detail Resolution in Terrain Settings up front; raising it later rescales existing detail and changing terrain size redistributes the same instances over more area.

2. Repaint after resizing

After changing terrain dimensions, repaint detail layers so the per-cell density reflects the new world size instead of the stretched old values.

3. Match detail resolution per patch

Keep Detail Resolution Per Patch reasonable; an extreme value changes batching and the effective max density, which can make grass look thin even when painted fully.

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.