Quick answer: Enable autosave and periodic scene backups, save often by habit, and keep work in version control so a crash costs minutes, not hours.
An editor crash should cost minutes, not your afternoon. Autosave and backups make that true. Here is how.
How to fix it
1. Enable autosave
Turn on or script periodic autosave/backups of open scenes so a crash loses only recent seconds.
2. Save and commit often
Build the habit of saving before risky operations and committing small, so recovery points are frequent.
3. Keep recovery files
Know where the editor writes recovery/backup files so you can restore after a crash.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.