Quick answer: Separate unlocking the achievement from paying its reward, gate the payout on a persisted claimed flag, and grant the currency only on the transition to unlocked.

An achievement that pays currency every time its condition is re-evaluated quietly mints money. Gating the payout on a persisted claimed flag so it fires exactly once fixes it. Here is how.

How to fix it

1. Split unlock from payout

Distinguish 'achievement unlocked' from 'reward claimed'; the condition may be re-checked, but the currency grant must depend on a separate one-time flag.

2. Persist the claimed flag

Store the claimed state durably and write it before granting, so a crash or reload cannot replay the payout.

3. Grant on transition only

Award currency only when the achievement crosses from unclaimed to claimed, not on every frame the condition holds true.

4. Reconcile on load

On load, grant any unlocked-but-unclaimed achievement reward once, so a missed write self-heals without ever paying twice.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.