Quick answer: Integrate the Agones SDK, call SDK.Ready() once the server can accept players, and send periodic SDK.Health() pings within the configured health interval.

An Agones GameServer that stays in Scheduled/Unhealthy and gets restarted is not talking to the sidecar. Agones requires the binary to call the SDK. Here is how to wire it in.

How to fix it

1. Call Ready() when bootable

After the server has loaded its map and can accept connections, call SDK.Ready(). Until you do, Agones keeps the GameServer out of the Ready pool and may treat the slow start as a failure.

2. Send periodic Health pings

Call SDK.Health() on an interval shorter than the GameServer spec's health.periodSeconds times failureThreshold. Missing the window makes Agones mark the server unhealthy and recreate it.

3. Allocate and shut down via the SDK

Use SDK.Allocate() when a match is assigned and SDK.Shutdown() when it ends, so Agones tracks the lifecycle correctly instead of guessing from process state.

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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.