Quick answer: Detect the connected controller's type and swap the glyph set to match, update prompts when the active device changes, and fall back sensibly for unknown controllers.
Wrong button prompts come from not detecting the controller type. Mapping glyphs to the active device fixes it. Here is how.
How to fix it
1. Detect the controller type
Identify the connected gamepad (vendor and product, or the input API's device type) so you know whether it is Xbox, PlayStation, Switch, or generic, and pick the matching glyph set.
2. Swap glyphs on device change
Update prompts when the player switches input devices mid-session — from keyboard to a PlayStation pad, say. Tracking the last-used device and re-rendering prompts keeps glyphs correct.
3. Fall back for unknown pads
For controllers you cannot identify, show a sensible generic prompt rather than the wrong branded one. A neutral fallback is better than confidently showing the wrong buttons.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.