Quick answer: Check spawn points for occupancy and minimum spacing, distribute points with a pattern or rejection sampling, and stagger spawn timing so they do not all appear at once.

Bunched spawns come from unspaced spawn points. Enforcing spacing fixes it. Here is how.

How to fix it

1. Check occupancy and spacing

Before spawning at a point, confirm it is clear and a minimum distance from other spawns. Picking points without this lands enemies on top of each other, which the physics then resolves by shoving them apart.

2. Distribute the points

Use a spawn pattern, jittered grid, or rejection sampling to spread points out, rather than random points that can cluster. Even distribution keeps spawns from bunching.

3. Stagger the timing

Spawning a whole wave in one frame at nearby points guarantees overlap. Stagger spawns over a short time and across points so they appear distributed in space and time.

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.