Quick answer: Push unlocks into a queue and display them one at a time, only dequeuing the next after the current popup's show-and-hide animation finishes.
Earning two achievements in the same moment shows only the last one because each unlock overwrites the shared popup. A queue is missing. Here is how to fix it.
How to fix it
1. Enqueue every unlock
Instead of showing immediately, push each unlock onto a Queue and let a coroutine pull from it so none are lost.
2. Show one at a time
In the display coroutine, show a popup, wait for its full animation plus dwell time, then dequeue the next so they play sequentially.
3. Persist the queue across scenes
Keep the queue and display driver on a persistent object so unlocks fired during a scene load still show once the new scene is ready.
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.