Quick answer: Connect sibling leaves at each merge step by carving a corridor between the centers of the two sub-trees, walking the tree bottom-up so every partition boundary is bridged.

BSP gives you a clean room layout, but the padding you add inside each leaf turns into gaps. The fix is to connect rooms as you collapse the tree, not after.

How to fix it

1. Connect during the merge, not after

Recurse the BSP tree and, at every internal node, carve a corridor joining a point in the left sub-tree to a point in the right sub-tree. Doing this bottom-up guarantees every split is bridged exactly once.

2. Use room centers, not partition centers

Pull the connection endpoints from the actual carved rooms (or a tracked representative cell), not the geometric center of the partition, so corridors always terminate inside a room rather than in empty padding.

3. Carve L-shaped corridors that clamp to rooms

Join the two points with an axis-aligned L-bend and overshoot into each room by one cell so the corridor tile overlaps the room floor, eliminating the one-tile seam where a corridor meets a shrunken room.

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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.