Quick answer: Place respawn points in verified-safe locations, grant brief post-respawn invincibility, and disable nearby hazards for a moment so the player can react before the trap is live.

A death loop on respawn makes a level unbeatable. Move the spawn out of the hazard, add a short grace period, and confirm the landing spot is clear.

How to fix it

1. Validate the respawn point

Ensure the checkpoint's spawn position has clear floor and no overlapping hazard volume. A quick Physics2D.OverlapBox at the spawn can warn during testing if it intersects a trap layer.

2. Grant brief invincibility

Give the player a short invulnerability window on respawn (flashing sprite) during which damage layers are ignored, so an unavoidable overlap does not immediately re-kill them.

3. Defer hazard activation

Disable spikes and saws within a small radius of the spawn for a fraction of a second after respawn, re-enabling them once the player has had time to read the situation and move.

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 Unity 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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.