Quick answer: Add an in-game debug console with registered commands to read and modify state at runtime, available only in development builds.

Rebuilding to test one value wastes hours over a project. A debug console lets you poke state live. Here is how to add one.

How to fix it

1. Register commands

Build a registry where systems expose commands like give item or set health the console can call.

2. Bind a toggle

Open the console on a key only in development builds so it never reaches players.

3. Cover common needs

Add commands for the states you test most — teleport, spawn, set flags — so the console replaces repeated rebuilds.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.