Quick answer: Animate toward the true value but always snap to it on finish, handle rapid successive changes by retargeting, and keep the logical value separate from the displayed one.
Counting UI bugs are display animation diverging from the real value. Here is how to fix them.
How to fix it
1. Always land on the target
Animate the displayed number toward the real value but set it exactly to the target when the animation finishes, so rounding during the tween never leaves it off by a bit. The display must end on the true value.
2. Retarget on rapid changes
If the value changes again mid-animation, retarget the tween to the new value rather than queuing or restarting from stale numbers. Rapid changes otherwise leave the display chasing an outdated target.
3. Separate logical and displayed value
Keep the authoritative value separate from the animated display value. Gameplay reads the real total; only the UI uses the animating number, so a lagging display never affects logic.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.