Quick answer: Use STUN to discover public endpoints, attempt hole punching, and fall back to TURN relays so players who cannot connect directly are still reliably connected.

Some NATs make direct P2P impossible. A STUN/TURN fallback guarantees connectivity. Here is how.

How to fix it

1. Discover endpoints with STUN

Use STUN so peers learn their public address and port for hole punching.

2. Attempt hole punching

Coordinate simultaneous connection attempts so compatible NATs open a direct path.

3. Relay through TURN

Fall back to a TURN relay when direct connection fails so no player is left unable to connect.

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 backend 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.