Quick answer: Validate the teleport destination against geometry, clamp it to a clear point along the path, and reset velocity and state on arrival.
Teleport bugs are unvalidated destinations. Checking them fixes it. Here is how.
How to fix it
1. Validate the destination
Before teleporting, check the destination is clear of geometry and in bounds. Teleporting blindly to a target point can land the player inside a wall or outside the level, which clips or falls through the world.
2. Clamp to a clear point
If the intended destination is blocked, clamp the teleport to the last clear point along the path (a sweep from the player to the target). This lets blink stop at a wall rather than passing through or into it.
3. Reset velocity and state
On arrival, reset velocity and clear transient state (falling, dashing) so the player does not carry momentum into the new position. Leftover velocity after a teleport sends the player flying unexpectedly.
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.