Quick answer: Funnel every health change through one ApplyDamage entry point that honors the god-mode flag, and remove direct health writes so no path can bypass it.
You enable god mode for testing but still die to lava or a scripted kill volume. The cause is multiple damage paths: some respect the invulnerability flag, others set health directly and never check it.
How to fix it
1. Centralize all damage
Route every damage source (combat, fall, environment, scripted) through a single ApplyDamage method. Eliminate direct writes to the health field so there is one place to enforce invulnerability.
2. Check the flag at the single entry
In that one method, early-return when god mode is on. With one chokepoint, no damage path can sneak past the check.
3. Decide on instant-kill volumes
Explicitly choose whether god mode survives kill volumes and out-of-bounds, and handle those in the same path (e.g. teleport back instead of killing) rather than special-casing them elsewhere.
4. Surface the state clearly
Show a god-mode indicator and log toggles, so a tester does not misread a real death as a broken cheat or vice versa.
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.