Quick answer: Add transparent padding around the sprite at least as wide as the outline, expand the quad/mesh by the outline width, and clamp UVs so sampling does not wrap or clip.

Your outline shader looks great except where the character touches the edge of its sprite, where the outline is sliced off flat. The art has no room for the outline.

How to fix it

1. Pad the sprite art

Re-export the sprite with transparent margin around the art at least as wide as the maximum outline thickness so the expanded silhouette has empty texels to fill.

2. Expand the quad or mesh

If you cannot re-pad the texture, enlarge the rendered quad (or use Full Rect mesh) by the outline width so the shader can draw outside the original art bounds.

3. Clamp UVs at the border

Set the texture wrap to clamp and guard edge samples so the outline pass does not read wrapped pixels or get cut at the UV boundary.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.