Quick answer: After any add or remove, rebuild the whole affected chunk's mesh and flag adjacent chunks dirty when the edit touches a chunk boundary.
A player mines one block and a face is left hanging in the air, or the block behind it never reveals its surface. The cause is updating only the edited voxel instead of remeshing the surrounding region.
How to fix it
1. Remesh the full chunk
On any voxel change, regenerate the entire chunk mesh using a greedy or naive mesher rather than patching a single quad. Per-quad patching almost always desyncs the visible surface.
2. Dirty neighbor chunks at borders
If the edited voxel sits on a chunk edge, mark the adjacent chunk dirty too so its boundary faces update. Skipping this leaves seams and floating faces along chunk borders.
3. Recompute exposed faces
A face exists only between a solid voxel and an empty one. Re-evaluate neighbors of the changed cell so newly exposed surfaces appear and now-hidden ones disappear.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.