Quick answer: Reproduce with the specific input device, compare the controller and keyboard code paths, and fix the input handling for the affected device, then capture reports that include the input method.

A bug that only happens with a controller is isolated to the gamepad input path. Knowing which device a player used points straight at it. Here is how to find and fix it.

How to fix it

1. Reproduce with the same device

Test with the controller (and the specific model if you can), not just the keyboard. A bug in the gamepad path will not show with keyboard input, so matching the device is step one.

2. Compare the input paths

Controller and keyboard usually have separate handling. Diff the two paths for the action — a missing binding, an unhandled dead zone, an axis sign, a device-specific quirk — to find where the controller path diverges.

3. Capture the input method in reports

Knowing whether an affected player used a controller turns a vague bug into a targeted one. Capture the active input device with crash and bug reports so input-specific issues are obvious in the data.

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 your game 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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.