Quick answer: Configure the debugger to break on thrown exceptions (not only unhandled ones), add logging to every catch block, and replace catch-all handlers that swallow everything with handling for the specific exceptions you expect.
The worst bug is the one with no error message, and an empty catch block is how that happens: something threw, something caught it, and nothing told you. You restore visibility by making the debugger stop at the throw and by never letting a catch be silent.
How to surface it
1. Break on thrown, not just unhandled
In your IDE's exception settings, enable breaking when an exception is thrown (first-chance), not only when it goes unhandled. The debugger now stops at the original throw even though a catch would have hidden it.
2. Log inside every catch
A catch block that does nothing is a silenced alarm. At minimum log the exception with context, even for ones you intend to recover from, so the failure leaves a trace.
3. Stop catching everything
Replace catch (Exception) that swallows all with handlers for the specific exceptions you actually expect, and let the rest propagate. A blanket catch hides bugs you did not anticipate.
4. Add a global handler for the rest
Wire an application-level unhandled-exception handler that logs and reports anything that escapes. Even genuinely unexpected errors then surface with a stack trace instead of disappearing.
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.