Quick answer: Connect to multiplayer.peer_connected and multiplayer.peer_disconnected, maintain a synchronized player dictionary, and rebuild the lobby UI whenever it changes.
In Godot a lobby that does not update when peers join usually has not wired up the MultiplayerAPI peer signals. Connecting peer_connected and peer_disconnected and rebuilding the UI from a shared player dictionary keeps the roster live.
How to fix it
1. Connect the peer signals
Hook multiplayer.peer_connected and multiplayer.peer_disconnected on every client so the lobby reacts the instant a peer joins or drops, rather than only at setup.
2. Maintain a shared player dict
Keep a dictionary of peer IDs to player info, replicated via RPC, as the single source the lobby UI renders from so all clients show the same roster.
3. Rebuild UI on change
Whenever the player dictionary changes, regenerate the lobby list nodes from it instead of patching individual entries, which is where stale rows creep in.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.