Quick answer: Keep spawned nodes under their original spawn path, do not reparent them into the watched node, and despawn before respawning if you must move them.
Godot's MultiplayerSpawner replicates any child added under its spawn path. Reparenting a node back into that path looks like a fresh add, so clients get a second copy alongside the first.
How to fix it
1. Avoid reparenting into the watched path
Do not move existing synchronized nodes under the spawner's spawn path. If you need a different parent, keep that parent outside the spawner's watched node.
2. Despawn before moving
If a node truly must relocate within the spawner, remove and free it first so the re-add is a clean single spawn rather than a duplicate of a still-existing node.
3. Let only the authority spawn
Add spawnable children on the server/authority only, so clients never locally create a node that the spawner then also replicates, which is another common duplication source.
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.