Quick answer: For single-player, obfuscate the stored value and keep a checksum copy to detect tampering; for anything competitive, keep the authoritative value on the server.
A player runs a memory scanner, searches for their current health number, narrows it by taking damage, and then freezes the address. Because the value sits as a plain field, it is trivial to find. You cannot fully stop this on the client, but you can detect it and limit what it affects.
How to fix it
1. Obfuscate the in-memory value
Store sensitive values through a wrapper that keeps them XORed or offset with a per-session random, plus a separate checksum. A naive value scan no longer matches the displayed number.
2. Cross-check against a shadow copy
Keep a second derived copy and periodically verify the two agree. A mismatch means something wrote the raw field directly, which you can log and react to.
3. Keep competitive values server-side
For multiplayer or leaderboards, never trust client health or score. Compute outcomes on the server from validated inputs so a frozen client value changes nothing that matters.
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.