| Continuous Dynamic on every fast body | CPU grows, still tunnels a dynamic plate | Speculative first; SweepProjectile |
| thin ray for a fat projectile | misses what its radius touches | sweep the collider's shape (Queries.SweepShape) |
| NonAlloc loop over the buffer | stale or silently dropped hits, unordered | loop on the count; flag count == length; sort |
Physics.autoSyncTransforms = true | hidden sync before every query, CS0618 | one Physics.SyncTransforms() before the query |
Time.maximumDeltaTime = x in an editor job | back to 0.333 next launch | SerializedObject on TimeManager.asset |
BuildNavMesh() then save the scene | data embedded, scene file turns binary | AssetDatabase.CreateAsset(surface.navMeshData) first |
| querying after saving over an existing scene | NavMesh empty, paths invalid | GameplayScenes.EnsureLoaded |
| stairs without a HeightMesh | agents glide up a ramp | Build Height Mesh, rebake |
| repath in the frame an obstacle carves | route through the new body | query next frame |
| agent and animation both move the character | foot sliding, jitter | one way: AgentLocomotionSync |
| static singleton, domain reload off | last session's hub, double updates | reset in SubsystemRegistration; SafeUnregister |
TransformAccessArray from FindObjectsByType<Transform> | frame cost grows with the scene | own list, rebuild on change |
| writing TAA transforms while the job runs | main thread stalls for the job | copy out read-only; write after Complete() |
| triggers for "anything near me" at scale | transform sync on every mover | own list, Burst, then grid (proximity_gate) |
| MonoBehaviour in a file with another name | silently absent after a scene save | one MonoBehaviour per file |
PlayClipAtPoint for combat sounds | sliders do nothing | pooled emitters routed to a group |
| low-pass "distance" effect on the SFX group | every sound muffled alike | AudioLowPassFilter curve per source |
| trusting Max Distance to silence a Logarithmic source | still audible far away (1/d) | Linear or custom curve, or cull by distance |
| "NGO has client prediction" in a plan | promised loop does not exist | anticipation plus hand-built reconciliation, or Netcode for Entities |