Quick answer: Poll the selected entity's fields each frame (or subscribe to changes) and update the displayed values, re-resolving via reflection so edits and game changes both show.

Your runtime inspector lets you click an entity and see its fields, but the numbers freeze at whatever they were when you selected it. The cause is snapshotting the values once instead of re-reading them as the entity updates.

How to fix it

1. Re-read fields each frame

While an entity is selected, re-resolve its fields (via reflection or a property accessor) every frame and update the displayed values, rather than caching them at selection time.

2. Handle destroyed entities

If the inspected entity is destroyed, detect the null/invalid reference and clear or reselect, so the inspector does not throw or show a dead object's last values.

3. Make edits write back

When a field is edited in the inspector, write it back to the live entity immediately and re-read to confirm, so the displayed value reflects what actually took effect.

4. Throttle expensive reflection

Reflection every frame on many fields is costly. Cache the field accessors per type and only poll the visible/expanded fields to keep the inspector cheap.

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.