Quick answer: Pass Space.World when you mean world-space movement, or keep Space.Self and supply a local-space vector, but do not mix the two.

When an object under a rotated or scaled parent moves diagonally or twice as far as expected, transform.Translate is interpreting your vector in the wrong space. Choosing the space explicitly fixes it. Here is how.

How to fix it

1. Specify the space explicitly

Call transform.Translate(delta, Space.World) when delta is a world-space direction. The default Space.Self rotates the delta by the object's orientation.

2. Avoid scale surprises

A non-uniform parent scale distorts Space.Self movement. Either keep parents unscaled or set the rigidbody position directly with MovePosition in world space.

3. Prefer position assignment for clarity

For predictable motion, set transform.position += worldDelta directly instead of Translate, which removes any ambiguity about which space the delta is in.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.