Quick answer: Inject the data dependency through the constructor or an initializer so systems depend on an interface, letting you supply real, test, or modded data freely.
Every system calls GameData.Instance directly, so you cannot run one in isolation or feed it test data. Reaching into globals couples them to one source. Inject the data instead.
How to fix it
1. Depend on an interface
Have systems take a data-provider interface rather than a concrete singleton, so the source can be a real store, a stub, or a mod-supplied set.
2. Inject at construction
Pass the data dependency in through the constructor or an explicit Init call instead of fetching a global inside the system, making the dependency visible and swappable.
3. Wire it up in one place
Compose the real data source into systems at a single startup point, keeping the rest of the code unaware of how data is obtained.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.