Quick answer: Use git worktrees to check out multiple branches into separate directories at once, so you can build and test two branches without stashing or reimporting.
Stashing to switch branches breaks your flow and reimports everything. Worktrees let you have both at once. Here is how.
How to fix it
1. Add a worktree
Create a second working directory for another branch so both are checked out simultaneously.
2. Build each independently
Keep separate import caches per worktree so switching does not trigger a full reimport.
3. Clean up when done
Remove worktrees you no longer need so they do not accumulate.
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.