Quick answer: Separate 'finish reveal' from 'advance line' so the first press only completes the current line, and consume the input or add a short re-press gate.

When one press eats two dialogue lines, the input is doing double duty in a single frame. Splitting the actions and consuming the event fixes it. Here is how.

How to fix it

1. Split finish from advance

On the first press, if the line is still typing, snap it to fully revealed and return without advancing. Only a subsequent press should move to the next line.

2. Consume the input event

After handling a press, mark the event handled (or set a flag) so no other system in the same frame re-reads the same button as a fresh advance.

3. Gate with edge detection

Advance on the button-down edge only (was-up-now-down), not while held, so holding the key does not stream through several lines at once.

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.