Quick answer: Move counter values into the serialized card model and rebuild the view from that model on load.

If a creature loses its accumulated counters every time the board state reloads, the counters live only in the view layer. Persisting them on the data model fixes it. Here is how.

How to fix it

1. Store counters on the model

Keep counters in the serializable card data (a dictionary of counter type to count), not on the MonoBehaviour or visual node that gets recreated.

2. Serialize with the board

Include the per-card counter data in whatever you save or sync for board state so a reload restores exactly the counters each card had.

3. Rebuild the view from data

On load, recreate visual cards and read counters from the model to render badges, so the display always reflects persisted truth rather than transient view state.

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.