Quick answer: Scale the canvas by distance to the camera with a clamped range, raise Dynamic Pixels Per Unit for crisp text, and billboard the canvas to face the camera.
Floating nameplates and damage numbers on a world-space canvas look fine at one distance and unreadable at another. Clamping the scale against camera distance keeps them legible without warping the world.
How to fix it
1. Scale by camera distance
In LateUpdate compute the distance to the camera and set the canvas localScale proportional to it, clamped between a min and max, so far labels stay readable and near ones do not dominate the screen.
2. Increase Dynamic Pixels Per Unit
On the Canvas Scaler for the world-space canvas, raise Dynamic Pixels Per Unit to 2-4 so TextMeshPro and sprites rasterize at higher density and stop looking blurry up close.
3. Billboard toward the camera
Rotate the canvas each frame to face the camera with transform.forward = camera.transform.forward so text is never edge-on and never flips backwards when you orbit around it.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.