Quick answer: Do not freeze the simulation locally in online play; instead open an overlay menu while the game continues, or use an agreed pause for co-op where appropriate.
Pause in online multiplayer cannot freeze a shared session locally. An overlay menu fixes it. Here is how.
How to fix it
1. Do not freeze locally
In online play, one client cannot stop the shared simulation. Setting local time scale to zero desyncs that client from the ongoing game. The simulation must keep running for that player too.
2. Use an overlay menu
Open the pause menu as an overlay while the game continues underneath, so the player can access options without freezing a session that other players are still in. The character may be vulnerable, as expected online.
3. Agree a pause for co-op
In private co-op, you can implement a real pause that all clients agree to (everyone pauses together via a synced message). Reserve actual simulation pause for sessions where all participants consent to 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 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.