Quick answer: Wrap embedded LTR runs in bidi isolates (or insert the isolate control characters) so numbers and codes keep left-to-right order within the RTL sentence.

Mixing numbers into Arabic or Hebrew text often reverses them visually. Isolating the LTR runs tells the bidi algorithm to leave them alone. Here is the fix.

How to fix it

1. Isolate embedded LTR runs

Wrap numbers, player names and product codes in a first-strong isolate (the ... controls, or <bdi> on the web) so they keep their own direction.

2. Avoid concatenating directional fragments

Build localized sentences from a single placeholder string rather than gluing RTL and LTR pieces together, which gives the bidi algorithm no clean boundary to reorder around.

3. Test with mixed real data

Verify with strings that contain dates, percentages and Latin item names embedded in RTL text, since these are exactly the cases that reorder incorrectly.

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.