Quick answer: Capture a stack trace at the moment of the hang (a hang report or pausing the debugger) to see what the main thread is doing, then fix the loop, deadlock, or blocking call it reveals.

A freeze is different from a crash: the game is stuck, not dead. The fix is finding what the main thread is blocked on. A stack trace at the hang tells you. Here is how.

How to fix it

1. Capture the main thread's stack during the hang

Pause the debugger or capture a hang report while it is frozen. The main thread's stack shows exactly what it is stuck in — a loop, a wait, a lock — which is the cause.

2. Fix the loop or blocking call

If the stack sits in a loop, its exit condition is never met — fix that. If it sits in a blocking I/O or wait, move that work off the main thread or add a timeout.

3. Break deadlocks

If two threads each hold a lock the other needs, the game deadlocks. Capture both stacks, establish a consistent lock order, or reduce shared locking so the cycle cannot form.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.