Quick answer: Enable the engine's coverage package or an instrumentation profiler during the test run and publish a report, focusing on critical systems rather than a single percentage.

Without coverage data you are guessing at what is tested. Turning on coverage during CI test runs reveals the untested critical paths to prioritize.

How to fix it

1. Enable coverage during tests

For Unity add the Code Coverage package and run with -enableCodeCoverage -coverageResultsPath; for other stacks attach a coverage profiler to the test process.

2. Scope it to your code

Filter coverage to your gameplay assemblies and exclude generated and third-party code, so the report reflects code you can actually test and the number is meaningful.

3. Track critical paths, not a vanity number

Use the report to ensure save/load, economy, and combat logic are covered rather than chasing a global percentage that high-coverage trivial code can inflate.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.