Quick answer: Hook the disconnect callback, despawn the player's networked objects, free their slot, and broadcast the removal so other clients update their roster.
Ghost players who block slots, get targeted by AI, or still appear on the scoreboard after they quit mean your server is not handling disconnects. The fix is to run cleanup the moment the transport reports a drop. Here is the pattern.
How to fix it
1. Subscribe to the disconnect event
Register a handler on the server's connection-disconnect callback (for example NGO's OnClientDisconnectCallback). This fires on both graceful quits and timeouts, so it is the one reliable cleanup hook.
2. Despawn and free resources
In the handler, despawn the player's network objects, return any pooled objects they owned, release their seat reservation, and remove them from your authoritative player dictionary keyed by client ID.
3. Broadcast the removal
Send a state update or RPC so remaining clients drop the player from their UI and AI targeting. Relying on each client to time out independently leaves inconsistent rosters across the session.
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.