Quick answer: Gate the hint on the real moment of need, such as a timeout of inactivity or first failure, instead of on scene entry.
A hint that explains a mechanic before the player has even encountered it just adds noise and gets dismissed unread. Trigger hints when the player demonstrably needs help, not the instant a level loads. Here is how to time them.
How to fix it
1. Trigger on need, not on entry
Fire the hint after the player has had a chance to try and stall, for example N seconds of no progress, or after one failed attempt, rather than immediately on area load.
2. Require the prerequisite to be visible
Only show a hint about a mechanic once the relevant object is on screen or interactable. Hinting about a lever the player cannot see yet teaches nothing.
3. Add a small grace delay
Give a short delay so the player gets to attempt the action themselves first. Discovery beats being told, and early hints rob that moment.
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 Godot 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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.