Quick answer: Remove the hidden ordering by making each handler independent, or model the dependency explicitly with priorities, phases, or a follow-up event rather than relying on subscription order.
Event buses decouple senders from receivers, but they do not guarantee a meaningful order between receivers. If one handler depends on another running first, the design is fragile.
How to fix it
1. Make handlers order-independent
Refactor so no handler relies on another's side effect. Each should react only to the event payload and its own state.
2. Introduce explicit phases
If ordering is genuinely required, split into two events (for example a prepare event and an apply event) so dependent work runs in a defined phase.
3. Add priorities deliberately
If your bus supports handler priorities, set them explicitly and document the contract, instead of depending on the accident of registration order.
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.