Quick answer: Handle the active device changing in menus, allow any connected device to drive navigation, and keep a valid selected element so input can resume.

Lost menu navigation on disconnect is device-bound input. Handling device changes fixes it. Here is how.

How to fix it

1. Handle device changes in menus

When the active input device disconnects, switch menu input to another connected device (or the keyboard) rather than leaving the menu unresponsive. Bind navigation to whatever device is available.

2. Allow any device to navigate

Let menus accept input from any connected controller or the keyboard, so a disconnect or a switch does not strand the player. Locking navigation to one device makes a disconnect a soft-lock.

3. Keep a valid selection

Maintain a valid selected menu element so when input resumes from any device, there is somewhere to move from. Losing the selection on disconnect leaves even a reconnected device with nothing to navigate.

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 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.