Quick answer: Control the render queue and sort order for transparents, avoid large intersecting transparent surfaces, and use techniques like depth pre-pass or order-independent blending where needed.
Transparency that draws in the wrong order is the classic sorting problem: transparents cannot rely on the depth buffer. Here is how to get the order right.
How to fix it
1. Control the sort order
Set explicit render queue or sort order values so transparent objects draw back-to-front. Relying on automatic distance sorting alone fails when objects are close or intersecting.
2. Avoid intersecting transparents
Two large transparent surfaces that intersect cannot be sorted correctly per-object, since each is partly in front of the other. Split them, or avoid the intersection, so a single order is valid.
3. Use depth or order-independent methods
For complex cases, a depth pre-pass (writing depth from transparents) or an order-independent transparency technique resolves blending that simple sorting cannot. Apply it where the artifact is unavoidable otherwise.
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.