Quick answer: Run a warm-up job that populates shared caches first, then have parallel jobs restore from it, so dependencies are fetched once.
Parallel jobs each warming their own cache duplicates work. A shared warm-up job does it once. Here is how.
How to fix it
1. Warm the cache first
Run a job that fetches and caches shared dependencies before the parallel jobs.
2. Restore in parallel jobs
Have downstream jobs restore from the warmed cache instead of fetching.
3. Key the cache correctly
Use stable keys so the warmed cache is reused until inputs change.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.