Quick answer: Track each spawn point's state and respawn timer, respawn only when the conditions are met, and prevent duplicate spawns.
Incorrect respawning is timer and state tracking. Here is how to fix it.
How to fix it
1. Track per-spawn-point state
Give each spawn point a clear state — occupied, empty, respawning — and a timer. Without per-point state, respawns trigger inconsistently because the system does not know what is alive or due.
2. Respawn on met conditions
Respawn only when the conditions hold — the timer elapsed, the previous one is dead, the player is far enough. Vague conditions respawn too fast (on top of the player) or never (timer never starts).
3. Prevent duplicates
Guard against spawning a new enemy or loot while one already exists at the point. A respawn that fires without checking the point is empty stacks duplicates, breaking balance and cluttering the world.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.