Quick answer: Make the analytics tracker a single persistent singleton with DontDestroyOnLoad, guard against duplicate instances, and fire scene-entry events from one place.

Reloading a level re-instantiates your analytics GameObject, so a fresh level_start fires while the old tracker is still alive, doubling counts. A guarded singleton emits each event exactly once.

How to fix it

1. Use one persistent tracker

Mark the analytics object DontDestroyOnLoad and, in Awake, destroy any second instance. One survivor means one source of events.

2. Guard initialization

Run start-of-session or first-open logic behind a flag so a scene reload does not re-fire it. Reloads should not look like new sessions.

3. Fire scene events from a single hook

Subscribe one listener to sceneLoaded and emit the level event there, rather than from per-scene scripts that multiply on reload. A single hook fires once per actual load.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.