Quick answer: Track the last input device by listening for both mouse-movement and gamepad-activity, and toggle cursor mode and prompt glyphs whenever the active device changes.
If grabbing the mouse leaves you stuck driving the cursor with the stick, the game is not detecting the device switch. Tracking the last device fixes it. Here is how.
How to fix it
1. Detect activity on both devices
Treat any mouse delta above a small threshold as mouse activity and any button or beyond-deadzone stick movement as gamepad activity, and record which fired most recently.
2. Switch mode on change
When the active device changes, show or hide the hardware cursor, enable or disable the virtual cursor, and swap the button-prompt glyph set in one place.
3. Add hysteresis
Require a small movement threshold before switching so resting mouse jitter or stick noise does not flicker the cursor back and forth between modes.
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.