Quick answer: Add geomorphing that interpolates vertices toward the next LOD over the transition band, or align LOD vertex positions so the swap produces no height change.
Terrain LOD popping is a hard switch between meshes with different heights. Geomorphing across the transition removes the visible snap. Here is how.
How to fix it
1. Geomorph across the transition
Blend each vertex from its full-detail height toward its lower-LOD height as the camera approaches the switch distance, so by the time the swap happens the meshes already match.
2. Use nested/aligned LOD vertices
Generate LODs so the coarse mesh's vertices are a subset that lie exactly on the fine mesh surface; then dropping detail does not move the surface and the pop disappears.
3. Stitch LOD ring boundaries
Where a high-LOD chunk borders a low-LOD chunk, add edge stitching so the differing vertex counts do not leave a crack as well as a pop at the ring boundary.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.