Quick answer: Order the fallback chain so the primary font per script comes first, and use language-tagged fallbacks so each script resolves to its designed font.
When a Latin font contains partial CJK coverage, it can win the fallback race and render text that looks wrong. Ordering and tagging the chain fixes it. Here is how.
How to fix it
1. Put the script-correct font first
Order the fallback list so the font designed for each script is consulted before any font with incidental coverage, preventing a Latin face from rendering stray CJK glyphs.
2. Tag fallbacks by language where supported
Use language-aware font selection so a string tagged ja resolves to the Japanese face and zh to the Chinese face, which differ for shared Han characters.
3. Match metrics across the chain
Pick fallback fonts with similar weight and x-height so mixed-script lines do not show jarring jumps in stroke thickness or baseline alignment.
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.