Quick answer: Move the body via the physics-aware teleport (resetting velocity and previous position), snap to ground with a downward raycast, and validate the target is not inside geometry.

Your teleport debug command sometimes drops the player under the map or wedges them in a wall. The cause is writing the transform directly without resetting physics state or snapping to a valid standing position.

How to fix it

1. Use a physics-aware teleport

Move character controllers and rigidbodies through their teleport API (or set position and clear velocity and previous-position), so the physics engine does not interpolate through walls or carry old momentum.

2. Snap to ground

After moving to the target X/Z, raycast downward and place the player on the first solid surface, so teleporting to an approximate point does not leave them floating or falling forever.

3. Validate the destination

Check the target is not inside collision (overlap test) before teleporting, and nudge to the nearest free space or reject the command if none is found nearby.

4. Reset dependent state

Clear in-air timers, camera follow, and any pending movement after the teleport so the player does not arrive mid-jump or with a lagging camera.

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.