Quick answer: Detect each local player's active input device and resolve prompt glyphs from a device-specific set at display time, updating live when a player switches between controller and keyboard.

In cross-play a PlayStation player seeing Xbox or keyboard prompts breaks the UX. The cause is hardcoding one glyph set. Resolving icons from the local device, and updating on device switch, shows everyone the right buttons.

How to fix it

1. Detect the active device

Track the last-used input device per local player (keyboard, Xbox, PlayStation, Switch) and switch the glyph set the instant they change devices, not just at startup.

2. Resolve glyphs at display time

Look up each prompt's icon from a per-device glyph table when you render it, rather than baking a fixed icon into the prompt string.

3. Glyphs are local, not networked

Each client picks glyphs for its own device. Do not send one player's glyph choice to others, since each platform needs its own icons.

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.