Quick answer: Add an explicit teardown phase that unsubscribes every listener, cancels scheduled callbacks, and resets persistent managers before the new session initializes.

A soft restart that does not reload the process must undo everything the previous session set up. Listeners and timers that survive produce ghost behavior that looks like impossible bugs.

How to fix it

1. Add a teardown phase

Mirror your bootstrap with an explicit teardown that unsubscribes listeners, cancels timers, and clears global state before the next session begins.

2. Reset singletons deliberately

Since singletons survive a soft restart, give each a reset method and call them all during teardown so no stale state crosses the session boundary.

3. Verify with a restart loop

Restart many times in a row and watch listener counts and memory; a clean teardown keeps both flat instead of growing each cycle.

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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.