Quick answer: Assign the bucket by hashing a stable user id with the experiment key, persist the assignment, and log a single exposure event when the variant is actually shown.

If a player flips between A and B, their behavior pollutes both arms and your test loses significance. Deterministic hashed bucketing keeps each player pinned to one variant for the experiment's life.

How to fix it

1. Bucket deterministically

Compute hash(user_id + experiment_id) % 100 and map ranges to variants. The same inputs always yield the same bucket, so no per-session randomness leaks in.

2. Persist and freeze the assignment

Store the chosen variant on first assignment and reuse it, so a config change does not silently re-bucket existing participants mid-experiment. New users join via the hash.

3. Log exposure, not assignment

Emit an experiment_exposure event only when the player actually encounters the treatment. Analyzing on exposure avoids diluting results with users who never saw the variant.

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.

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