Quick answer: Give overlapping sprites distinct sort order or depth, use a stable sorting key, and avoid leaving order ambiguous for sprites that overlap.

Overlapping 2D flicker is ambiguous sort order. Making it distinct fixes it. Here is how.

How to fix it

1. Give distinct sort order

Two sprites with identical sorting layer, order in layer, and depth have no defined order, so the renderer may flip them each frame. Give one a higher order in layer so the order is fixed.

2. Use a stable sorting key

For dynamic sprites that overlap (top-down characters), sort by a stable key like Y position so the order is deterministic and consistent frame to frame, rather than left ambiguous.

3. Avoid coplanar overlap

If sprites must share a layer, offset their depth slightly or assign explicit orders so no two that overlap share the exact same sorting key. Ambiguous ties are what flicker; breaking them stabilizes the order.

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.