Quick answer: End respawn invincibility when the player attacks or interacts, keep it brief, and make it clearly defensive only.
Exploited respawn invincibility is rules that let players act while immune. Ending it on action fixes it. Here is how.
How to fix it
1. End it on offensive action
End the invincibility the moment the player attacks or interacts with an objective, so it cannot be used to deal damage or capture while immune. This keeps it purely defensive against spawn camping.
2. Keep it brief
Make the invincibility short — just enough to react after spawning. A long window gives more opportunity to exploit it, so keep it to the minimum that protects from immediate death on spawn.
3. Signal it clearly
Show the invincibility clearly (a visual effect) so both the protected player and opponents understand it. Clear signaling, plus ending it on offense, keeps it fair and non-exploitable.
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.