Quick answer: Cancel spawn protection immediately when the protected player fires, aims, or otherwise acts offensively, in addition to its time limit.
Newly spawned players abuse their invulnerability to get free kills while still protected. The protection only watches the clock. Dropping it the moment they go on offense fixes the exploit. Here is how.
How to fix it
1. Drop protection on offensive actions
Clear the protection flag the instant the player fires a weapon, throws a grenade, or melees. Protection is meant to survive the spawn, not to be a free first shot.
2. Keep the timer as a backstop
Still expire protection after a few seconds even if the player does nothing, and consider dropping it once they move a set distance from the spawn so campers cannot sit invulnerable.
3. Make it visible and authoritative
Render a clear shield effect while protected and evaluate the protection state on the server so the damage pipeline ignores hits on protected players consistently for all clients.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.