Quick answer: Decide AA at context creation, or use a post-process AA (FXAA/SMAA) that runs in your render passes so the setting can change at runtime in the browser.
A web player toggles MSAA and nothing happens, because the WebGL context fixed antialiasing at creation time. Use a shader-based AA you can switch at runtime instead.
How to fix it
1. Know the context limit
WebGL sets antialias in getContext options at creation; you cannot raise or lower MSAA later. A runtime MSAA slider in-browser is therefore a no-op.
2. Use post-process AA
Implement FXAA or SMAA as a fullscreen post pass so the player can toggle and tune anti-aliasing at runtime without recreating the context.
3. Recreate only if necessary
If you must offer hardware MSAA levels, recreating the context (and reloading GL resources) is the only way, which is heavy; prefer post AA for a live slider.
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 HTML5 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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.