Quick answer: Send frequent, superseded state unreliably and important one-off events reliably, and design so a lost unreliable packet is corrected by the next update.
Channel misuse causes lag or lost events. Matching the channel to the data fixes it. Here is how.
How to fix it
1. Send superseded state unreliably
Position and continuous state updates should go unreliably — if one is lost, the next update supersedes it. Sending them reliably causes head-of-line blocking, where one lost packet delays everything behind it.
2. Send important events reliably
One-off events that must not be lost — a death, a score change, a pickup — should go reliably so they are guaranteed delivered, since there is no next update to correct a loss.
3. Design for loss
Make unreliable state self-correcting: each update carries the full current value so a lost packet is fixed by the next. This is what lets you use unreliable channels for frequent data without desync.
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.