Quick answer: Buffer events in a queue and upload them as a single batch when the queue hits a size threshold or a flush timer fires, whichever comes first.

Firing a request per event means a five-minute session can make 400 calls, hammering the radio and your ingest endpoint. Batching collapses those into a handful of uploads.

How to fix it

1. Buffer into a batch

Append events to an in-memory (and disk-backed) queue instead of sending each one. Send a single request containing an array of events.

2. Trigger on size or time

Flush when the queue reaches a count (e.g. 20 events) or after a max interval (e.g. 30 seconds), whichever comes first. This bounds both latency and request volume.

3. Flush on important moments

Force an immediate flush on purchase, level complete, or app background so high-value events are not stuck waiting for the next timer. Routine events stay batched.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.