Quick answer: Set each player's camera viewport rect correctly, render UI per-player to its viewport, and optimize since the scene renders multiple times.
Broken split-screen is viewport and UI setup, plus the cost of rendering twice. Here is how to fix it.
How to fix it
1. Set the viewport rects
Each player's camera needs a viewport rect covering its half (or quarter) of the screen. Wrong rects make views overlap, mis-size, or leave gaps. Set them to partition the screen correctly.
2. Render UI per player
Each player's HUD must render to that player's viewport, not the whole screen. Assign UI per camera or per player so each sees their own health, score, and prompts in their region.
3. Optimize for multiple renders
Split-screen renders the scene once per viewport, multiplying the cost. Reduce per-view quality, cull aggressively, and budget for the extra passes so the frame rate holds with two or more views.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.