Quick answer: Only apply a default when the field is genuinely unset, and assign defaults before deserialization runs so loaded values take precedence.
A designer set fire rate to 0.2 in the data, but in game it is always 0.5 because Awake assigns the default after the data loads. Defaults must defer to explicit overrides, not overwrite them.
How to fix it
1. Apply defaults only when unset
Guard default assignment with a check like if (value == null) or a has-value flag so an explicit data value is never overwritten.
2. Order initialization correctly
Set defaults before the serialized or data-driven values are applied, so deserialization writes last and the designer's value wins.
3. Distinguish unset from zero
Use a nullable type or a sentinel so you can tell a deliberate 0 from an unset field, preventing a default from clobbering a real zero override.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.