Quick answer: Replace eager preload with lazy load when first needed, and stream heavy resources in the background using ResourceLoader.load_threaded_request so the menu appears quickly.

preload resolves at parse time and pulls in the whole dependency chain before anything shows. With large autoloads that means a long black screen at startup. Loading lazily and threading heavy resources lets the menu appear while assets stream.

How to fix it

1. Find eager preloads

Search autoloads and the main scene for preload( on large scenes or textures. These force their entire dependency trees to load before the first frame.

2. Switch to lazy load

Replace preload with load() at the point the resource is first needed so startup does not pay for content the player has not reached yet.

3. Thread the heavy resources

Use ResourceLoader.load_threaded_request and poll load_threaded_get_status to stream big scenes on a background thread while showing a menu or progress indicator.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.