Quick answer: Tokenize the input respecting quotes and escape characters before binding to parameters, so quoted strings stay as one argument.
Typing spawn "Big Slime" 5 in your console spawns nothing because the parser sees four tokens, not two. A whitespace split cannot handle quoted arguments, which every real console needs for names and paths.
How to fix it
1. Tokenize with quote awareness
Write a small lexer that walks the string, treating text inside matching quotes as a single token and respecting an escape character for literal quotes. Do not use a plain split on spaces.
2. Bind tokens to typed parameters
After tokenizing, convert each token to the command's expected parameter type (int, float, enum) and report a clear error on mismatch instead of silently passing a bad value.
3. Handle missing and extra arguments
Validate argument count against the command signature. Report usage when too few are given and ignore or warn on extras, rather than indexing out of bounds.
4. Support flags and key=value
Allow optional flags and key=value pairs so commands stay usable as they grow, parsing them in the same tokenizer pass.
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.