Quick answer: Make the server authoritative over the world clock, replicate a time value and rate, and have clients interpolate toward the server time instead of free-running.
One player sees sunset while another is in broad daylight in the same session. Time of day must come from a single shared source, or independent clocks inevitably diverge.
How to fix it
1. Make the server authoritative
Run the world clock on the server and replicate the current time-of-day value (and the rate it advances) to all clients as the single source of truth.
2. Interpolate on clients
Have clients smoothly steer their local sun and sky toward the replicated time rather than snapping each update, correcting drift without visible jumps.
3. Sync new joiners
When a player joins, send the current time and weather state immediately so they spawn into the correct conditions instead of starting from a default and catching up.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.