Quick answer: Define the legal transitions explicitly and reject any transition not in that table, so the boot/menu/playing/paused machine can never enter an invalid combination.
A global app state machine is only as safe as its transition rules. Setting the state field directly with no guard lets impossible transitions through and produces states no other system expects.
How to fix it
1. Define a transition table
Declare which target states are reachable from each current state, and have ChangeState consult it so only legal transitions are applied.
2. Reject and log illegal transitions
If a requested transition is not allowed, reject it and log the attempt rather than forcing the state, so the bug surfaces instead of corrupting flow.
3. Run Exit and Enter through the machine
Funnel every state change through one method that runs the current state's Exit then the new state's Enter, so no code path bypasses validation by setting the field directly.
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.