Quick answer: Measure the tooltip's rect, flip its pivot when it would overflow an edge, and clamp the final position inside the canvas bounds.
Hover a unit near the right edge and the tooltip can spill past the screen and become unreadable. Flipping the tooltip's pivot away from the edge and clamping it inside the canvas keeps it fully on-screen.
How to fix it
1. Measure the tooltip size
After populating the text, read the tooltip's RectTransform.rect size (force a layout rebuild first) so you know how much space it needs before positioning it.
2. Flip the pivot near edges
If the cursor plus the tooltip width would exceed the right edge, set the pivot's x toward the cursor so the box opens leftward; do the same vertically for the top and bottom.
3. Clamp inside the canvas
As a final safety, clamp the anchored position so the tooltip's rect stays within the canvas bounds, guaranteeing no part is cut off even at the very corner.
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 Unity 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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.