Quick answer: Evaluate each unlock condition on the specific event that can satisfy it (boss killed, item collected) using the live values at that moment, then persist the unlock.
If beating a boss never unlocks the gated character, the condition is being checked at the wrong time. Hooking the check to the exact triggering event with live state makes it fire.
How to fix it
1. Check on the triggering event
Subscribe the unlock evaluation to the precise event that can satisfy it (e.g. on-boss-defeated), reading the values that exist at that instant rather than post-reset.
2. Track progress, not just end state
For cumulative conditions (kill 100 enemies across runs), persist a running counter and check the threshold on each increment so the unlock fires the moment it is met.
3. Persist and re-load unlock progress
Save partial progress and unlock flags immediately so a condition spanning multiple runs is not lost when a run ends or the game restarts.
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.