Quick answer: Track the most recently used input device and switch prompts to match it, updating when the player changes devices.
Input prompts showing the wrong device is not tracking the active device. Here is how to fix it.
How to fix it
1. Track the last-used device
Track which input device the player most recently used (keyboard, a specific controller type) so you know what prompts to show. Without this, prompts show a fixed device that may not match what the player is using.
2. Switch prompts to match
Update on-screen prompts to the tracked device's buttons — controller glyphs for a gamepad, key names for keyboard. Showing the right prompts for the device in use is what makes them actually helpful.
3. Update on device change
When the player switches devices mid-session (picks up a controller after using keyboard), detect it and update the prompts immediately, so they always reflect the device the player is currently using.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.