Quick answer: Detect being stuck with a robust inactivity or no-progress timer that starts on the relevant state and resets on meaningful progress, then show the hint when it elapses.
Hints that exist but never show are dead weight. Usually the stuck detector requires conditions that never line up, or its timer is started in a code path that does not run. Build a simple, observable no-progress timer and show the hint when it expires.
How to fix it
1. Define stuck as no progress over time
Track time since the last meaningful progress event, and start it when the relevant objective becomes active. If the timer is started in Start() but progress is in another scene, it never measures the right window.
2. Reset on real progress only
Reset the timer on actions that count as progress, not on every input, or the player flailing will keep resetting it and the hint never triggers.
3. Verify the show path runs
Log when the timer elapses and when the show call fires. A common bug is the elapsed branch calling a UI method on a disabled object, which silently does nothing.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.