Quick answer: Use a language-provided thread-safe initialization primitive, or mark the field with the right ordering (volatile/atomic with acquire-release) so the publish happens after construction completes.

Your lazy singleton uses the classic check, lock, check pattern, and on some platforms a thread occasionally gets back an object with null fields. Reordering published the reference before the constructor finished. Here is how to fix it.

How to fix it

1. Prefer built-in lazy init

Use the platform's safe lazy primitive (C# Lazy<T>, Java's holder idiom, C++ function-local static with guaranteed thread-safe init) instead of hand-rolling the pattern.

2. Use acquire-release ordering

If you must hand-roll it, make the instance field volatile (C#/Java) or a std::atomic with acquire on read and release on store so construction is fully published before the reference is visible.

3. Keep the lock object private

Lock on a dedicated private object, never on the type itself or a public reference, to avoid unrelated code deadlocking against your initialization.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.