Quick answer: Read tweakable values where they are used each frame (or push changes via a callback on edit), instead of caching them once at startup.
You add a debug slider for jump height, drag it, and nothing changes until you restart. The cause is copying the value into a local at startup so the live cvar and the value the game actually uses are two different things.
How to fix it
1. Read the value at the point of use
Reference the cvar directly each frame where it matters (player.jumpHeight = Cvar.JumpHeight in update), not once at init into a field that never updates.
2. Or notify on change
Alternatively register an on-change callback when the slider edits the cvar, and have it push the new value into the systems that cached it, keeping copies in sync.
3. Make cvars the single source of truth
Store tweakables in one registry keyed by name. Both the UI and gameplay read from there, so there is never a stale duplicate to diverge.
4. Persist and reset cleanly
Let tweaks save to a debug file and offer a reset-to-default, so an experimental slider value does not silently carry into a later session and confuse a bug repro.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.