Quick answer: Automate setup with one script and a short checklist that installs tools, fetches assets, and produces a working build, turning days of onboarding into an hour.
A week of setup is a week of lost momentum. A setup script makes onboarding an hour. Here is how.
How to fix it
1. Script the setup
Write one script that installs dependencies, configures the environment, and produces a first build.
2. Document the rest
Keep a short checklist for anything that cannot be scripted, like account access.
3. Test it on a fresh machine
Periodically run onboarding on a clean machine so the script does not silently rot.
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.