Quick answer: Split traffic into multiple channels by type, send frequently-updated state unreliably, and reserve reliable-ordered delivery for genuinely order-dependent events.

Reliable-ordered channels guarantee delivery and order, but that means a single dropped packet holds back every later message. Putting position updates and chat on the same channel lets one loss stall everything.

How to fix it

1. Separate channels by data type

Give chat, transforms, and critical events their own channels so a retransmit on one does not block the others; most transports support several independent channels.

2. Send transient state unreliably

Position and animation updates that are superseded each tick should go unreliable-unordered. Losing one is harmless because the next snapshot supersedes it, and there is nothing to block.

3. Reserve reliable for true events

Use reliable-ordered only for one-shot, order-sensitive events like inventory changes, keeping that channel's traffic low so retransmits are rare and cheap.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.