Quick answer: Define a single typed event schema, validate every payload against it before sending, and add a schema_version field so the backend can normalize old shapes.
When level_complete is also sent as LevelComplete and levelCompleted, your dashboard shows three half-filled charts instead of one. Centralizing the schema and validating payloads fixes the split.
How to fix it
1. Centralize event definitions
Define every event name and its allowed properties in one module (constants or an enum), and forbid ad-hoc string literals. A single source of truth stops level_complete and LevelComplete from coexisting.
2. Validate before sending
Run each payload through a validator that checks required keys, types, and value ranges. Drop or repair anything that fails so malformed events never reach the pipeline.
3. Add a schema_version field
Stamp every event with schema_version so the backend can map old property shapes onto the current model during ingestion. This lets you evolve the schema without orphaning historical rows.
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.