Quick answer: Emit a distinct event for each funnel step with a consistent step name and index, so the warehouse can compute conversion between every adjacent stage.
If you log tutorial_start and tutorial_done but nothing between, a 60% drop-off tells you nothing about where players quit. Instrumenting each step turns the funnel into an actionable chart.
How to fix it
1. Instrument every step
Fire an event at each meaningful stage (step_view, step_complete) with a stable step name and a numeric step_index. Adjacent step counts give you per-stage conversion.
2. Include a funnel id and order
Tag each step with the funnel it belongs to and its position so steps reorder cleanly in the dashboard. This avoids miscounting when you add or move steps later.
3. Count distinct users per step
Compute drop-off on unique user ids reaching each step, not raw event counts, so repeated views of one step do not distort the funnel.
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.