Quick answer: Interpolate between buffered snapshots with a small delay and extrapolate briefly during gaps, so lost packets smooth over instead of snapping.
Packet loss turns into teleporting when there is no buffer to smooth over the gap. Interpolation fixes it. Here is how.
How to fix it
1. Buffer snapshots
Keep a small buffer and render remote entities slightly in the past so an occasional lost packet is covered.
2. Interpolate between them
Smoothly interpolate positions from buffered snapshots instead of jumping to the latest.
3. Extrapolate briefly
On a longer gap, extrapolate motion for a short time, then ease back when fresh data arrives.
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.