Quick answer: Build a packaged version with logging, reproduce the bug there, and check the usual editor-versus-package differences: asset inclusion, paths, stripped code, and config.

A bug that only appears once packaged is an editor-versus-build difference. Reproducing it in a logged package and checking those differences finds it. Here is how.

How to fix it

1. Reproduce in a logged package

Package a build with logging enabled and reproduce the bug there. The editor hides packaging differences, so you must debug the actual package to see what changed.

2. Check content inclusion and paths

Assets not marked for inclusion are missing from the package, and file paths differ from the editor. A reference that resolves in the editor but not the package is a frequent cause.

3. Check stripping and config

Packaged builds strip unused code and use shipping configuration. Reflection, editor-only code, and debug-only behaviour can break. Preserve what is needed and guard editor-only paths.

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.