Quick answer: Add layered integrity signals: platform attestation where available, server-side validation of all actions, and behavioral detection, while accepting no client check is unbeatable.
Players run modified builds that remove cooldowns or reveal hidden info, and your server cannot tell because it never verifies the client. You cannot fully trust a remote client, but you can require attestation where the platform offers it and make the server the judge of what is possible.
How to fix it
1. Use platform attestation
On mobile, use Play Integrity or App Attest to get a signed statement that an unmodified build is running, and treat failing attestation as a risk signal rather than instant trust.
2. Validate actions server-side
Assume the client is hostile: enforce cooldowns, costs, and visibility on the server so a modified client cannot do anything the rules forbid, regardless of integrity status.
3. Layer behavioral detection
Combine attestation with server-side anomaly detection (impossible timings, perfect aim) so that even a client that passes attestation is caught by what it does.
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.