Quick answer: Keep a clear preview-versus-committed model: preview live, but on close either prompt to apply or auto-commit, and never silently drop a previewed change without telling the player.

A player drags shadow quality, sees it change live, closes the menu happy, and the change is gone because they never hit Apply. The preview was uncommitted. Make the commit behavior explicit.

How to fix it

1. Separate preview and committed

Hold two states: a live preview applied to the engine and a committed/saved set. On menu open you preview the committed values; on Apply you copy preview into committed and save.

2. Prompt on unsaved exit

If the player closes with unsaved changes, ask to apply or discard rather than silently reverting, so a live-previewed change is never lost without acknowledgement.

3. Revert preview on cancel

On Cancel, restore the engine to the committed state so the live preview does not leak changed settings into gameplay.

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.