Quick answer: Keep individual UDP payloads under a safe MTU (around 1200 bytes) and split large snapshots into application-level chunks that you reassemble and re-request as needed.
UDP packets above the path MTU rely on fragile IP fragmentation. On networks that drop fragments or block them entirely, your big snapshots vanish while small packets keep arriving, which looks like random state loss.
How to fix it
1. Target a conservative MTU
Size payloads to fit under about 1200 bytes (well below the typical 1500 minus headers and tunneling overhead) so a single datagram is never IP-fragmented.
2. Chunk large snapshots in the app
When a snapshot exceeds the budget, split it into numbered chunks sent as separate packets and reassemble on the receiver, re-requesting any missing chunk on a reliable channel.
3. Prioritize and trim content
Use interest management and delta compression to keep most snapshots small in the first place, so chunking is the exception rather than the norm.
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 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.