Quick answer: Assign each coach mark an explicit order index and drive a single queue that always shows the lowest pending index next, regardless of enqueue timing.

When coach marks pop in a scrambled order, the onboarding stops making sense and references steps the player has not seen. The cause is enqueueing from async code that finishes in random order. Order by an explicit priority, not by arrival.

How to fix it

1. Give each mark an order index

Tag every coach mark with an explicit step number. Never rely on the order callbacks happen to fire in, which depends on timing and network.

2. Drive one ordered queue

Maintain a single queue that, when free, shows the pending mark with the lowest order index. This makes display order deterministic even when items arrive late.

3. Wait for prerequisites

If a mark targets an element that loads later, hold it in the queue until its target exists, rather than dropping or showing it early against the wrong layout.

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 HTML5 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.