Quick answer: Unsubscribe from events when an object is destroyed or disabled, pair every subscribe with an unsubscribe, and use weak references where appropriate.
Leaking listeners come from subscribing without unsubscribing. Pairing them fixes it. Here is how.
How to fix it
1. Unsubscribe on destroy
When an object that subscribed to an event is destroyed or disabled, unsubscribe it. A listener left subscribed keeps the object alive (a memory leak) and keeps receiving events it should not.
2. Pair subscribe with unsubscribe
For every place you add a handler, have a matching place that removes it. Unpaired subscriptions accumulate, and re-subscribing without removing the old one causes the handler to fire multiple times.
3. Use weak references where suitable
Where an event source outlives subscribers, weak event patterns let subscribers be collected without explicit unsubscription, preventing the source from keeping them alive indefinitely.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.