Quick answer: Match keys to locks by stable IDs, persist the unlocked state, and validate that the key the player has corresponds to the door.
Key and lock bugs are matching and persistence issues. Here is how to fix them.
How to fix it
1. Match by stable IDs
Match each key to its lock by a stable identifier, not a position or index that changes when the level or order changes. Index-based matching breaks when the world is modified, so the right key fails to open the right door.
2. Persist the unlocked state
Save which doors are unlocked so they stay open after reload. An unlocked state that is not persisted relocks the door on reload, forcing the player to find the key again — a frustrating bug.
3. Validate the key matches
When the player tries a door, validate they hold the matching key by ID and consume or keep it per your rules. Loose matching can let any key open any door or the right key fail on its intended door.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.