Quick answer: Compute line of sight against obstacles correctly, update the fog at a consistent rate, and blend reveal and re-hide so the fog does not pop or flicker.
Fog of war bugs are vision-calculation or update problems. Getting line of sight and timing right fixes them. Here is how.
How to fix it
1. Check line of sight against obstacles
Reveal should respect walls and terrain. If vision ignores obstacles, units see through walls; if it is too strict, valid areas stay hidden. Use correct line-of-sight checks against the obstacle layer.
2. Update at a consistent rate
Recompute the fog at a steady interval and resolution. Updating erratically, or at too low a resolution, makes revealed edges flicker or jump as units move.
3. Blend reveal and re-hide
Fade areas in and out rather than hard-switching, and distinguish currently-visible from previously-seen. Hard toggles make the fog pop; smooth transitions read cleanly.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.