Quick answer: Match registration to lifetime: unregister the object from the global manager when the scene tears down, so the manager never outlives the things it points at.
Object lifetime and ownership matter when a short-lived object hands a reference to a long-lived manager. Without symmetric unregistration, the manager leaks every object the scene ever created.
How to fix it
1. Unregister on teardown
Whenever an object registers with a longer-lived manager, unregister it in the corresponding destroy or disable hook so the reference is released.
2. Use weak references where supported
If the manager only observes the object, store it as a weak reference so the object can be collected even if you miss an unregister call.
3. Audit who outlives whom
Establish that game-scoped managers must never hold strong references to scene-scoped objects past the scene's life, and code registration to honor that rule.
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.