Quick answer: Use render_mode depth_draw_opaque off for blending, or depth_prepass_alpha for cutout-like edges, and rely on Godot's transparency sorting by AABB center.
Godot sorts transparent objects by distance to the camera using their AABB, which fails for overlapping or large transparent surfaces. The depth render modes give you control over how transparency resolves. Here is how to fix it.
How to fix it
1. Disable depth writes for blending
Set render_mode depth_draw_never; on a normal alpha-blended material so it does not occlude transparent objects behind it.
2. Use depth_prepass_alpha for hard edges
For foliage or fences with mostly opaque texels, render_mode depth_prepass_alpha; writes depth on solid pixels, giving correct self-sorting at cutout edges.
3. Split large transparent surfaces
Because sorting is per-object by AABB center, break up big intersecting transparent meshes so each sorts correctly relative to its neighbors.
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.