Quick answer: Generate cross-chunk features from a coordinate-deterministic function or generate border cells from the shared boundary, so both chunks agree on what crosses the seam.
When a road dead-ends exactly at a chunk boundary, the chunks are not coordinating. Making border features a function of shared coordinates stitches them seamlessly.
How to fix it
1. Make boundary features coordinate-deterministic
Drive features that span chunks (roads, rivers, fences) from a global function of world coordinates rather than per-chunk randomness, so both chunks compute the same crossing point on their shared edge.
2. Generate edges from neighbor state
When generating a chunk, sample the deterministic generation of its neighbors' adjacent cells so connectors line up. Because generation is seed-deterministic, you can compute a neighbor's edge without it being loaded.
3. Use overlap or apron cells
Generate a one-cell overlap into each neighbor and blend, so even smooth content like paths or vegetation density transitions across the seam instead of snapping.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.