Quick answer: Set the camera limits to the level bounds, account for the viewport size, and enable smoothing limits if the camera overshoots.
Camera2D limits cutting off the view are mismatched limit values. Here is how to fix them.
How to fix it
1. Set limits to the level bounds
Set the camera's limit left, right, top, and bottom to the level's edges so it stops exactly at them. Limits set too tight cut off content; too loose reveal outside the level.
2. Account for the viewport size
The limits constrain the camera center, so the camera shows half a viewport beyond each limit. Account for the viewport size when setting limits so the visible edge aligns with the level edge, not the camera center.
3. Enable smoothing limits
If the camera uses smoothing and overshoots past the limits before settling, enable limit smoothing so it respects the limits even while smoothing, rather than briefly showing outside the level.
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 Godot 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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.