Quick answer: Project world positions to screen correctly, handle the behind-camera case so markers do not invert, and clamp off-screen markers to the edge pointing toward the target.

Misplaced markers are world-to-screen projection bugs, especially behind the camera. Here is how to fix them.

How to fix it

1. Project correctly and handle behind-camera

Convert world to screen with the camera projection, but check whether the target is behind the camera. A naive projection flips behind-camera points to the wrong side of the screen. Detect and handle that case.

2. Clamp off-screen markers to the edge

For targets outside the view, clamp the marker to the screen edge and point it toward the target, rather than letting it sit at a wrong projected position or vanish.

3. Account for canvas scaling

Map the projected screen position into your UI canvas space, accounting for resolution and scaling, so the marker lands exactly over the target across different screen sizes.

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 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.