Quick answer: Convert using integer math that returns both the converted amount and the unconverted remainder, refund the remainder to the source currency, and round consistently.
If converting coins to gems and back leaves a player short, your conversion is silently dropping the rounding remainder each time. Returning and refunding the remainder closes the leak. Here is how.
How to fix it
1. Return the remainder
Compute how much source currency actually converts into a whole unit of target currency and leave the unconvertible remainder in the source wallet instead of swallowing it.
2. Use integer math
Do conversions in integer arithmetic (multiply then divide) so there is no floating-point drift, and reason explicitly about the leftover.
3. Round in the house's favor consistently
Decide one rounding direction and apply it everywhere, and make sure the discarded value is never simply deleted but accounted for in a transaction log.
4. Test round trips
Convert back and forth many times in a test and assert the player's combined value stays within the expected bound rather than steadily eroding.
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 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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.