Quick answer: Add a server-side pre-receive hook that enforces policy on push, so rules cannot be bypassed by skipping local hooks.
Client hooks are easy to bypass, so policy is not really enforced. A server-side hook makes it binding. Here is how.
How to fix it
1. Define the policy
Decide what to enforce — signed commits, file size limits, branch rules.
2. Implement pre-receive
Add a server-side hook that rejects pushes violating the policy.
3. Communicate clearly
Return clear messages so developers understand why a push was rejected.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.