Quick answer: Detect punchthrough failure and fall back to a relay (TURN or your hosted relay) so traffic flows through a server when a direct path is impossible.
Most NAT types can be traversed with hole punching, but symmetric NATs randomize the external port per peer, defeating prediction. The robust fix is a relay fallback rather than trying to out-guess the NAT.
How to fix it
1. Gather candidates and time out punching
Use an ICE-style flow that gathers host, reflexive, and relay candidates, and give direct hole punching a short deadline before declaring it failed.
2. Fall back to a relay
When no direct candidate pair connects, route through a TURN/relay server so packets traverse an always-reachable intermediary; this guarantees connectivity at the cost of latency.
3. Detect NAT type up front
Probe NAT behavior at startup so symmetric-NAT players can be sent straight to a relay, avoiding the punchthrough delay you know will fail.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.