Quick answer: Use rpc_id(target_peer_id, ...) with the correct peer ID from the connection signals, and track the mapping from your game players to their current network peer IDs.

A Godot server message that lands on everyone or on the wrong client is a targeting bug. rpc() broadcasts; rpc_id() targets. Here is how to send to exactly the right peer.

How to fix it

1. Use rpc_id for a single peer

Call my_node.rpc_id(peer_id, "method", args) to reach one client. Plain rpc() sends to all peers, which is why a per-player message ends up broadcast to everyone.

2. Track peer IDs from signals

Maintain a map from your game's player to its network peer ID using the peer_connected and peer_disconnected signals. A stale ID after a reconnect is why messages reach the wrong client.

3. Check the RPC config and authority

Ensure the target method's @rpc annotation allows the call mode you are using, and that node paths match on both ends. A path or authority mismatch can silently route or drop the call.

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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.