Quick answer: Clamp deltaTime to a sensible maximum, handle the zero case, and use unscaled time deliberately so spikes do not break movement.

A zero or huge deltaTime breaks frame-based logic. Clamping it fixes it. Here is how.

How to fix it

1. Clamp the maximum

After a long frame (a load, regaining focus), deltaTime can be a large value, making anything multiplied by it jump. Clamp it to a sensible maximum (a frame or two worth) so spikes do not teleport objects.

2. Handle the zero case

deltaTime is zero on the first frame and while time scale is zero. Code that divides by it breaks, and movement does nothing. Guard against zero where it matters, and initialize after the first frame.

3. Use unscaled time deliberately

If logic should run during pause (time scale zero), use unscaledDeltaTime intentionally. Mixing scaled and unscaled time accidentally causes movement to stop or behave unexpectedly when the game pauses or slows.

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.