Quick answer: Install a top-level exception handler that captures the exception with its stack and context, handle expected exceptions where they occur, and never let a single recoverable error crash the whole game.

An unhandled exception is the most common way a game crashes, and the fix is twofold: capture it so you know what happened, and handle the recoverable ones so they do not take everything down. Here is how.

How to fix it

1. Install a top-level handler

Add a global unhandled-exception handler that logs the exception, its stack, and the game state before the process dies. Without it, a crash tells you nothing; with it, every crash arrives as a readable report.

2. Handle expected exceptions locally

Where an operation can reasonably fail (file I/O, parsing, network), catch the exception there and recover, rather than letting it propagate to the top and crash the game. Reserve the global handler for the truly unexpected.

3. Do not let one error crash everything

A recoverable error in one system should not take down the whole game. Isolate risky operations so a failure is contained and logged, keeping the player in the game while you fix the underlying bug from the captured report.

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.