Quick answer: Cache the dependency directories keyed on the lockfile hash so unchanged dependencies restore instantly and only a changed lockfile triggers a re-download.
Re-downloading the same packages every build is pure waste. A lockfile-keyed cache makes dependency setup nearly free. Here is how.
How to fix it
1. Key the cache on the lockfile
Use a hash of the lockfile as the cache key so the cache invalidates exactly when dependencies change and not before.
2. Cache the right directories
Cache the package manager's global store or the project's package folder, not the whole workspace, to keep restores fast.
3. Fall back gracefully
Provide a partial-restore key so a near-miss still restores most packages instead of fetching everything.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.