Quick answer: Capture crashes with enough context to attribute whether anti-cheat software is involved, because anti-cheat runs at a low level and can interact with your game, drivers, and other software in ways that cause hard-to-attribute crashes. Distinguishing an anti-cheat interaction from a game bug is what lets you route the fix to the right place.

Anti-cheat software is essential for competitive multiplayer games, and it is also a frequent and tricky source of crashes. Because anti-cheat operates at a low level, sometimes in the kernel, to detect cheating, it interacts deeply with your game, the operating system, drivers, and other running software, and those interactions can cause crashes that are genuinely hard to attribute, is it your game, the anti-cheat, a driver, or a conflict between them. Setting up crash reporting for a game with anti-cheat means capturing context that helps you tell anti-cheat-related crashes from your own bugs.

Anti-cheat runs deep and interacts widely

Anti-cheat software, to do its job of detecting and preventing cheating, often runs at a low level, sometimes as a kernel driver, with deep access to the system. This depth lets it catch cheats, and it also means anti-cheat interacts widely with your game, the operating system, graphics and other drivers, and other software running on the player machine. Those interactions are a real source of crashes.

Because anti-cheat operates so deeply and interacts with so much, a crash in a game with anti-cheat can be hard to attribute. It might be a bug in your game, a bug in the anti-cheat, a conflict between the anti-cheat and a driver or other software, or an interaction none of the parties anticipated. This attribution difficulty is the central challenge of crash reporting for a game with anti-cheat, since you can only fix what is actually yours.

Capture context to attribute crashes

The key to handling anti-cheat-related crashes is capturing enough context to attribute them. Capture the crash backtrace, which may show anti-cheat components in the stack if the crash involves the anti-cheat, and capture context about the anti-cheat: which anti-cheat is running, its version, and whether the crash occurred in or near its components. A crash whose backtrace points into the anti-cheat is likely an anti-cheat interaction, not your bug.

Capture the broader system context too, drivers, other low-level software, since anti-cheat conflicts often involve a third component. With this context, you can begin to attribute a crash: in your game code, in the anti-cheat, or in an interaction. This attribution is essential because it determines who can fix the crash, you, the anti-cheat vendor, or the player by resolving a conflict, and routing the crash to the right party is the whole point of capturing the attribution context.

Distinguish your bugs from interactions

The practical goal is to separate the crashes that are your bugs, which you can fix, from the crashes that are anti-cheat interactions, which you cannot fix directly but must handle differently. A crash entirely within your game code is yours to fix; a crash that involves the anti-cheat or a conflict requires working with the anti-cheat vendor, adjusting your integration, or helping players resolve a system conflict.

Capturing the attribution context lets you make this separation rather than wasting effort trying to fix anti-cheat crashes in your code, where the cause is not. When you can see that a cluster of crashes all involve the anti-cheat or a particular driver conflict, you know to escalate to the anti-cheat vendor or document a known conflict, rather than searching your own code for a bug that is not there. This separation focuses your fixing effort where it can actually work.

Work with the anti-cheat vendor

For the crashes attributed to the anti-cheat or its interactions, your path is usually to work with the anti-cheat vendor, since they own the anti-cheat code and can fix bugs in it or advise on integration. Your captured crash data, showing that crashes involve the anti-cheat components or specific conflicts, is exactly the evidence the vendor needs to investigate, so good attribution context helps the vendor help you.

This collaboration is part of shipping a competitive game with anti-cheat: the anti-cheat is a dependency you integrate, and like any dependency, its crashes are partly the vendor responsibility. Providing the vendor with detailed, attributed crash reports, here are crashes involving your components, here is the system context, accelerates their investigation and your resolution. Your crash reporting thus serves not just your own debugging but your partnership with the anti-cheat vendor, who is the one who can fix anti-cheat-side crashes.

Setting it up with Bugnet

Bugnet captures crashes with the backtrace and system context, and you attach the anti-cheat identity, version, and the context that helps attribute crashes as custom fields, so you can see whether a crash involves the anti-cheat components. Reports flow into one dashboard where you can group crashes and identify the ones that involve the anti-cheat or specific system conflicts.

Group crashes into occurrence counts and use the attribution context to separate your bugs from anti-cheat interactions, fixing the former and escalating the latter to the vendor with the evidence they need. Because anti-cheat crashes are hard to attribute and you can only fix your own, this attribution-focused capture is what lets you handle a game with anti-cheat correctly, spending your effort on the crashes you can fix and routing the anti-cheat interactions to the vendor who can, rather than chasing causes that are not in your code.

Help players resolve conflicts

Some anti-cheat crashes are conflicts on the player machine, between the anti-cheat and a driver, overlay, or other low-level software, that you cannot fix in your game or the anti-cheat, but that the player can resolve. Your crash data, showing that crashes correlate with a particular driver, software, or configuration, lets you identify these conflicts and help players resolve them through documentation or in-game guidance.

When you can see that crashes cluster around a specific conflict, a known incompatible overlay, a problematic driver version, you can publish guidance, document the known conflict, and help affected players fix it on their end. This player-facing resolution is the third path, alongside fixing your bugs and escalating to the vendor, and it is enabled by the same attribution context. Helping players resolve anti-cheat conflicts they can fix turns an otherwise-intractable crash into a documented, solvable issue, which is the best you can do for crashes that live in conflicts outside both your game and the anti-cheat.

Anti-cheat runs deep and crashes are hard to pin. Capture attribution context, then fix yours and route the rest.