Quick answer: Move authority to the server: the client sends inputs, the server simulates and validates movement against speed and collision rules, and rejects impossible moves.
If the client decides where it is, cheaters decide where they are. Server authority ends it. Here is how.
How to fix it
1. Send inputs, not positions
Have the client send intended inputs and let the server compute the resulting position.
2. Validate on the server
Check each move against max speed, collision, and bounds so impossible moves are rejected.
3. Correct the client
Send authoritative corrections so a tampered client is pulled back to a legal position.
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 backend 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.