Quick answer: Decide whether the counter is per-level or run-wide, reset per-level totals in the scene's startup, and load run-wide totals from a single saved source of truth instead of re-incrementing.

If reloading a level adds coins you already had, your counter is keeping old state across the reload. Pick one owner for the value and reset or reload it deterministically on scene start.

How to fix it

1. Separate per-level and total counters

Keep a levelCoins value that resets in Awake/Start of the level scene, and a totalCoins that only changes when a level is actually completed. Reloading should clear levelCoins without touching the banked total.

2. Reset static state explicitly

Static fields are not cleared by a scene reload. In your level bootstrap set levelCoins = 0 and clear any collected-id set so a reloaded coin can be picked up again from a clean slate.

3. Bank from a single source

When the level is finished, add the level's coins to the saved total exactly once and write it. Never recompute the total by scanning the scene, which re-adds coins on every reload.

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.