Quick answer: End the current weapon's state, transition through a switch animation, and fully set up the new weapon before allowing actions.

Weapon switching glitches are messy state transitions. Cleanly switching fixes it. Here is how.

How to fix it

1. End the current weapon's state

When switching, cleanly end the current weapon's active state — cancel its attack, stop its animations, clear its modifiers — before bringing up the new one, so leftover state does not carry over.

2. Transition through a switch

Play a switch animation and gate actions during it, so the new weapon is ready before the player can use it. Allowing actions mid-switch causes glitches like firing with the old weapon's stats or animations.

3. Set up the new weapon fully

Initialize the new weapon's stats, ammo, animations, and state before enabling its actions, so the player gets a fully-functional weapon. A half-switched weapon behaves inconsistently until its setup completes.

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.