Quick answer: Add a small hover delay and hysteresis to stop flicker, and clamp the tooltip within the screen, flipping it near edges.
Tooltip flicker and off-screen placement are hover and clamping issues. Here is how to fix them.
How to fix it
1. Add delay and hysteresis
Show the tooltip after a brief hover delay and hide it after a short grace, so jittery hover detection (moving between adjacent elements) does not flicker it on and off rapidly.
2. Clamp within the screen
Position the tooltip so it stays fully on screen, clamping or flipping it when near an edge. Placing it naively at the cursor lets it run off the right or bottom edge where it is cut off.
3. Avoid hover feedback loops
If the tooltip itself sits under the cursor and steals hover, it can flicker as hover toggles between the element and the tooltip. Make the tooltip ignore pointer input so it does not interfere with the hover it depends on.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.