Quick answer: Drive both the invincibility window and the dash movement from one normalized dash timer, and define the i-frame window as a sub-range of that timer.
A dodge dash should be invincible for the part of the motion that crosses danger. If the i-frames end early the dodge feels unfair. Tie them to one clock. Here is how.
How to fix it
1. Use one dash timer
Run the dash off a single elapsed timer normalized 0 to 1 across the dash duration. Compute both the movement curve and the invincibility test from that same value so they cannot desync.
2. Define i-frames as a window
Make the player invincible while the dash timer is within a chosen range, for example 0.05 to 0.85. This lets startup and recovery be vulnerable while the core travel is safe, by design.
3. Use frame-independent timing
Advance the dash timer with delta time, not frame counts, so the i-frame window covers the same real motion regardless of frame rate.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.