Quick answer: Reset or set velocity on teleport, move the physics body correctly so the engine registers the jump, and disable interpolation for the teleport frame to avoid smearing.
A teleport that keeps velocity or smears is mishandled physics state. Resetting it fixes it. Here is how.
How to fix it
1. Reset velocity on teleport
After teleporting, set the velocity to what it should be at the destination (often zero, or a new direction). Leaving the old velocity makes the object shoot off as if it kept its momentum from before.
2. Move the body correctly
Set the physics body's position through the proper API so the engine registers a teleport rather than interpreting it as a huge instantaneous movement, which can trigger collisions along the path.
3. Disable interpolation for the frame
Visual interpolation will smear the object from the old position to the new across the screen. Skip interpolation for the teleport frame so it appears instantly at the destination instead of streaking.
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.