Quick answer: Listen for the gamepaddisconnected event, stop reading a disconnected gamepad, and re-fetch the gamepad list each frame rather than caching a stale reference.
Not detecting gamepad disconnect is ignoring the event and caching the device. Here is how to fix it.
How to fix it
1. Listen for gamepaddisconnected
Handle the gamepaddisconnected event so you know when a controller is unplugged or its battery dies. Without it, the game does not react to the device going away.
2. Stop reading a gone device
On disconnect, stop polling that gamepad and respond — pause, prompt to reconnect, or fall back to keyboard. Continuing to read a disconnected gamepad freezes on the last state.
3. Re-fetch each frame
Call getGamepads each frame and use the current entries rather than caching a gamepad object, which can become stale or null on disconnect. A fresh fetch reflects the real connection state.
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 HTML5 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.