Quick answer: Read the stack trace for the repeating frames to find the recursive call, add or fix the terminating condition, and convert very deep recursion to iteration where needed.
A stack overflow is almost always runaway recursion, and the stack trace shows it as the same frames repeating. Finding the missing base case fixes it. Here is how.
How to fix it
1. Spot the repeating frames
A stack-overflow trace shows the same function (or a small cycle of functions) repeated many times. That repetition is the recursion that never stopped — start there.
2. Add or fix the base case
Every recursion needs a condition that ends it and is actually reached. If the terminating case is missing, wrong, or unreachable for some input, the recursion runs until the stack fills. Fix that condition.
3. Convert deep recursion to iteration
Even correct recursion overflows if it goes too deep (a large data structure, a long chain). Where depth can be large, rewrite it as a loop with an explicit stack so it does not exhaust the call stack.
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.