Quick answer: Pre-build or pool the UI, load icons and data ahead of time or asynchronously, and spread heavy layout across frames so opening the screen is smooth.
A hitch when opening a menu is building it all in one frame. Pre-building fixes it. Here is how.
How to fix it
1. Pre-build or pool the UI
Constructing the entire map or menu UI on open, especially with many elements, spikes the frame. Build it once and keep it (hidden), or pool elements, so opening just shows the ready UI.
2. Load data and icons ahead
Loading icons, thumbnails, or data when the screen opens blocks the frame. Load them in advance or asynchronously with placeholders, so opening does not wait on I/O.
3. Spread heavy layout
If a large list or map must be built on open, populate it across several frames rather than all at once, so the open is smooth and content fills in quickly rather than hitching.
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.