Quick answer: Use a text renderer that supports RTL bidirectional ordering and Arabic shaping, or preprocess strings with a shaping library, and lay out the UI to mirror for RTL.
Backwards or disconnected RTL text is missing bidi and shaping support. Here is how to fix it.
How to fix it
1. Use a renderer with RTL and shaping
Render RTL languages with a text system that supports bidirectional ordering and Arabic contextual shaping. Basic renderers draw left-to-right with isolated glyphs, which is wrong and unreadable.
2. Preprocess if needed
If your renderer lacks shaping, run strings through an Arabic shaping and bidi library before display so the correct connected glyph forms and order are produced.
3. Mirror the layout
RTL languages expect a mirrored UI — text aligned right, elements flowing right to left. Mirror the layout for RTL locales so the interface matches the reading direction, not just the text.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.