Quick answer: Keep the analytics autoload as a single registered singleton, connect each signal exactly once with a guard, and avoid re-adding it on scene changes.

Your Godot analytics autoload double-fires level_started because a signal got connected on every scene enter. Guarding the connection so it happens once emits each event a single time.

How to fix it

1. Register one autoload

Add the analytics script as a single autoload in Project Settings, not instanced per scene. Multiple instances are the usual cause of doubled events.

2. Connect signals once

Guard signal connections with is_connected() or connect them only in _ready of the singleton, so re-entering a scene does not stack handlers. A stacked handler fires the event twice.

3. Emit from a single method

Funnel all event sends through one method on the singleton and call it from one place per event. Scattered emitters are easy to wire up twice by accident.

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 Godot 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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.