Quick answer: Render the tooltip in a portal at the document body with position: fixed, and compute its coordinates from the trigger's bounding rect.

A tooltip inside a scrolling inventory panel gets sliced off at the panel edge because the parent clips overflow. Portaling the tooltip to the body and positioning it with fixed coordinates lets it float free.

How to fix it

1. Portal the tooltip to body

Render the tooltip element as a child of document.body (a portal) rather than inside the clipped container, so no ancestor's overflow can cut it off.

2. Position from the trigger rect

Read the trigger's getBoundingClientRect() and set the tooltip's position: fixed top/left from it, so it appears next to the trigger despite living elsewhere in the DOM.

3. Reposition on scroll and resize

Listen for scroll and resize and recompute the fixed coordinates, since a fixed-position tooltip does not move with the scrolling content on its own.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.