Quick answer: Use event-based input (or buffer presses) so short inputs are not missed between polls, and add an input buffer so an action pressed slightly early still registers.
Inputs that get dropped feel terrible and are usually a polling problem: a fast press falls between frames. Event handling or buffering catches them. Here is how.
How to fix it
1. Prefer event-based input
Polling key state once per frame misses a press-and-release that happens within a single frame, especially during frame drops. Event or queued input captures every transition regardless of frame timing.
2. Buffer inputs
Record a pressed action with a short time window so it still fires if the player pressed it a few frames early (before they could act). This input buffer makes controls feel responsive and forgiving.
3. Keep the frame rate stable
Long frames widen the gap between polls and worsen dropped inputs. A stable frame rate, plus event input, ensures presses are not lost during hitches.
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 your game 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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.