Quick answer: Pass the player's chosen resolution into every set-mode call, and store resolution independently from window mode so toggling fullscreen keeps it.

A player sets 1600x900, switches to fullscreen, and it jumps to their desktop's 2560x1440. The toggle used the desktop res. Carry the chosen resolution through the mode change.

How to fix it

1. Store resolution separately

Keep the selected resolution as its own setting, independent of window mode, so toggling fullscreen or borderless does not overwrite it with the desktop resolution.

2. Pass resolution on every set

When changing window mode, call the set-resolution API with the saved resolution and the new mode together, so both are applied consistently.

3. Re-validate against the display

After the mode change, confirm the applied resolution matches the request; if the display rejected it, fall back gracefully and update the menu.

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.