Quick answer: Tune the suspension spring and damper to the vehicle mass, set a sensible suspension distance and center of mass, and match the wheel radius to the visual wheel.
Wheel collider bouncing or sinking is suspension and mass tuning. Here is how to fix it.
How to fix it
1. Tune spring and damper
The suspension spring must be strong enough to hold the vehicle's mass without bottoming out, and the damper must absorb oscillation. Too weak a spring sinks the car; too little damping makes it bounce.
2. Set the center of mass
A high center of mass makes the vehicle unstable and prone to flipping. Lower it (often below the body) for stability. The center of mass strongly affects how the suspension and handling behave.
3. Match radius and suspension distance
Set the wheel collider radius to the visual wheel and a suspension distance that suits the vehicle, so wheels sit on the ground correctly. A mismatched radius or zero suspension distance makes wheels sink or float.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.