Quick answer: Compare the state at first load against the state at reload, audit every static and persistent object for what carries over, and reset or clean up that state explicitly when the scene tears down.

A bug that needs you to play, restart the level, then play again is a state-persistence bug: the reload did not give you a clean slate. The first load works because everything is fresh; the reload inherits leftovers. Finding the leftover is the whole task.

How to debug it

1. Compare first load versus reload

Log the relevant state right after the first load and again right after the reload. The values that differ are the ones that survived when they should have reset.

2. Audit statics and persistent objects

List every static field, DontDestroyOnLoad object, and singleton. Each is a candidate for carrying stale data or duplicate instances across the reload.

3. Find unremoved subscriptions

Event handlers added on first load that were never removed fire twice after a reload (once per surviving subscriber). Check for the doubled behavior that signals a leaked listener.

4. Reset state on teardown

Clear statics, unsubscribe events, and reset singletons in OnDestroy/scene-unload so a reload truly starts clean. Explicit teardown removes the difference between first load and reload.

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 Unity 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.