Quick answer: Limit the number of distinct animated tiles, animate via UV/texture offset in a shader instead of rebuilding chunks, and only update animated tiles within the visible region.
Your frame time jumps whenever animated water or torches are on screen on a large map. The tilemap is rebuilding chunks for every animation frame across the whole map.
How to fix it
1. Reduce distinct animated tiles
Share one animation definition across many cells so the engine advances a few timelines, not thousands; identical animated tiles can batch into one draw.
2. Animate in the shader
Drive the animation by offsetting the tile's UVs in a material/shader so the GPU shows the next frame without the CPU rebuilding or re-uploading the chunk mesh.
3. Update only visible cells
Skip animation updates for chunks outside the camera; off-screen animated tiles do not need to advance and should not trigger rebuilds.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.