Quick answer: Request a supported fullscreen mode and resolution, trigger web fullscreen from a user gesture, and handle the display-change events so the game adapts when the mode changes.
A game that will not go fullscreen is usually requesting an unsupported mode, or (on web) not doing it from a user gesture. Here is how to fix it.
How to fix it
1. Request a supported mode and resolution
Fullscreen at an unsupported resolution or with the wrong mode (exclusive vs borderless) can fail or letterbox oddly. Query supported modes and pick one, preferring borderless for compatibility.
2. Trigger web fullscreen from a gesture
Browsers only allow fullscreen from a user gesture (a click or key). Calling the fullscreen request on load is ignored. Tie it to a button or key press.
3. Handle display-change events
Respond to fullscreen and resolution-change events to re-layout the game for the new size. Ignoring them leaves the UI and camera set for the old mode after the switch.
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 your game 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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.