Quick answer: Validate pickups on the server against the player's server-tracked position and movement limits, and reject claims that require impossible travel.

In your multiplayer game the client says it grabbed a collectible and the server awards it. A cheat client claims pickups across the map without moving. Track position on the server and confirm the player was genuinely within range before granting the item.

How to fix it

1. Check proximity server-side

Grant a pickup only when the server's tracked player position is within the collectible's radius at the claimed time, not because the client said so.

2. Enforce movement limits

Reject position updates that imply speeds or jumps beyond what the game allows, so a client cannot teleport to a collectible and claim it.

3. Make pickups server-owned

Have the server decide and broadcast which collectibles are consumed, so two clients cannot both claim the same item and a client cannot invent a pickup.

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 Godot 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.