Quick answer: Size the game to the iframe's dimensions, handle the iframe resizing, and avoid assuming the full window size when embedded.
A web game not sizing in an iframe is assuming the full window. Sizing to the iframe fixes it. Here is how.
How to fix it
1. Size to the iframe
Size the canvas and layout to the available container (the iframe's content area), not the full window. A game that assumes window dimensions is cut off or scrolls inside a smaller embed.
2. Handle the iframe resizing
The iframe can be resized by the embedding page. Handle resize events to re-fit the game to the new size, rather than sizing once at load and then being wrong when the embed changes.
3. Avoid full-window assumptions
Do not hardcode or assume the full screen or window size; use the container's measured size. This makes the game work both standalone and embedded, sizing correctly to whatever space it is given.
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 HTML5 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.