Quick answer: Break the cycle by guarding against re-entrancy, deferring the secondary action, or restructuring so handling an event does not re-raise it.

An event handler that fires its own event recurses until it crashes. Breaking the re-entrant cycle fixes it. Here is how.

How to fix it

1. Find the re-raising handler

A stack overflow from events shows the same handler repeating. Find where handling the event causes it (directly or through a chain) to be raised again — that cycle is the bug.

2. Guard against re-entrancy

Set a flag while handling the event and ignore re-entrant invocations, or check whether the change actually differs before re-raising. This stops the handler from triggering itself in a loop.

3. Defer the secondary action

If handling the event must cause another action that raises events, defer it (queue it to run after the current handling completes) so it does not recurse synchronously within the handler.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.