Quick answer: Enable word wrapping on the text element, give it a fixed width that matches the panel, and disable horizontal autosize so it wraps instead of growing.

Text spilling out of the dialogue panel means wrapping is off or the text box has no width limit. Constraining the width and enabling wrap fixes it. Here is how.

How to fix it

1. Enable word wrap

Turn on the text component's word-wrap/autowrap option so lines break at word boundaries when they reach the element's right edge instead of continuing off-screen.

2. Constrain the width

Set the text element's width to match the dialogue panel (anchored to its sides), so wrapping has a defined boundary; an unbounded width has nothing to wrap against.

3. Disable horizontal autosize

If the element auto-grows to fit content, switch to fixed width with vertical-only growth (or clamp to the box), so the panel governs the line length rather than the content.

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.