Quick answer: Check tutorial conditions against the events that satisfy them, allow flexible ordering where players can act in different sequences, and add fallbacks so a step cannot soft-lock the tutorial.
A stalled tutorial is usually a condition or ordering problem. Robust triggers fix it. Here is how.
How to fix it
1. Tie triggers to the right events
A tutorial step waiting for an action must listen for the event that action raises, checked when it happens. A condition polled at the wrong time, or for the wrong event, never advances.
2. Allow flexible ordering
Players may do things in a different order than the tutorial assumes. Where possible, detect completion of each step independently rather than forcing a rigid sequence that stalls if deviated from.
3. Add fallbacks
Provide a way past a step that cannot trigger (a skip, a timeout, a re-check) so a missed condition does not soft-lock the player in the tutorial with no way forward.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.