Quick answer: Re-evaluate breakable-wall hint visibility when an ability is gained or a room loads, showing the hint on walls the player can now break based on the unlocked ability set.
Hint systems guide backtracking, so they must react to new abilities. Refresh wall hints when an ability unlocks so walls the player can now break start showing their cracks.
How to fix it
1. Gate hints on the ability set
Each breakable wall checks abilities.Has(wall.requiredAbility) to decide whether to show its crack hint, so only walls the player can break are highlighted.
2. Re-evaluate on unlock
Raise an event when an ability is gained and have visible breakable walls refresh their hint state, so a wall the player already walked past now reveals its crack.
3. Refresh on room load
Recompute hints when a room loads using the current ability set, so backtracking into an old room with a new ability shows the hints without needing the unlock to have happened there.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.