Quick answer: Gate debug tooling behind a compile-time flag (development build / preprocessor define) so the code is stripped from release entirely, not just hidden by a bool.
Players find your debug menu in the released game because it was hidden behind a variable, not removed. A runtime flag can be flipped, datamined, or left on; the fix is to compile the debug code out of release builds.
How to fix it
1. Gate on a compile-time define
Wrap debug menus, cheats, and consoles in a preprocessor block (#if DEVELOPMENT_BUILD / #if UNITY_EDITOR || DEVELOPMENT_BUILD, or your engine's equivalent). Release builds then contain none of the code.
2. Do not rely on a runtime bool
A boolean can be true by accident, toggled by a save edit, or flipped via memory editing. Compile-time stripping guarantees the feature is physically absent from the shipping binary.
3. Verify in CI
Add a check that the release build does not reference debug-only symbols, so an accidental include is caught before release rather than by players.
4. Separate debug assets too
Ensure debug-only scenes, prefabs, and assets are excluded from the release build, not just the code, so nothing references them or ships them.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.