Quick answer: Set dir=rtl on the root for RTL locales and switch physical CSS to logical properties so the whole layout mirrors automatically.
Switching a web game to Arabic often leaves the HUD laid out left-to-right with text awkwardly aligned. Setting dir=rtl and using logical CSS properties mirrors the entire interface to read naturally.
How to fix it
1. Set the direction attribute
Apply dir="rtl" on the <html> element (and lang="ar") when an RTL locale is active so the browser flips inline flow and default alignment.
2. Use logical properties
Replace left/right and margin-left with logical equivalents like inset-inline-start and margin-inline-start so positioning mirrors automatically with the direction.
3. Mirror only what should flip
Keep media controls and clocks readable by leaving genuinely direction-neutral icons unmirrored, using :dir(rtl) selectors to target just the elements that need flipping.
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.