Quick answer: Process spawn and despawn on the same ordered channel and queue updates that reference an unknown object until its spawn is applied.
When spawn, update, and despawn travel on different paths or are handled in the wrong order, a client can receive a message about an object it has not created yet, producing null references or ghost entities.
How to fix it
1. Keep lifecycle messages ordered
Send spawn, state, and despawn for a given object on one reliable-ordered channel so the client always creates before updating and updates before destroying.
2. Buffer updates for unknown objects
If a message references an entity id the client does not have, hold it briefly in a pending queue and apply it once the matching spawn arrives, dropping it after a timeout.
3. Guard handlers against missing entities
Look up entities defensively and no-op when they are absent rather than dereferencing, so a legitimately-late despawn does not crash the client.
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.