Quick answer: Drive wave and normal-map sampling from world-space coordinates instead of local UVs so all tiles share one continuous wave field, and match reflection/refraction settings across tiles.
A water seam means each tile computes waves in its own space. Using world-space sampling makes the wave field continuous across tiles. Here is how.
How to fix it
1. Sample waves in world space
In the water shader compute wave displacement and normal-map UVs from world XZ position rather than mesh UVs, so the phase is continuous and tiles line up at the boundary.
2. Share one set of water parameters
Use the same material instance (or matched parameters) on every tile so wave speed, amplitude, and tiling are identical; differing values guarantee a visible edge.
3. Match reflection sampling
If using planar reflections or screen-space reflections, ensure all tiles use the same reflection source and plane height so the reflected image does not jump at the seam.
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 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.