Quick answer: Move tuning data into ScriptableObjects (or equivalent data assets) referenced at runtime so designers edit values and see them live without recompiling.
Designers should tune without engineers or rebuilds. Data assets make that possible. Here is how to set it up.
How to fix it
1. Externalize the data
Move tuning values out of code into data assets the systems read at runtime.
2. Reference, do not copy
Have systems hold references to the data assets so edits in the inspector apply immediately.
3. Validate ranges
Add validation so designers cannot enter values that break the game.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.