Quick answer: Use @export correctly, avoid reassigning the variable in _init or _ready (which overrides the inspector value), and save the scene after setting it.
An exported variable that does not persist is usually being overwritten in code or not saved. Here is how to fix it.
How to fix it
1. Do not reassign in _init or _ready
Code that sets the variable on startup overrides the value you set in the inspector. Initialize it only as a default at declaration, and let the inspector value win, rather than reassigning it in _ready.
2. Confirm it is exported
Only @export (or export in older Godot) variables appear and persist in the inspector. A plain variable is not serialized with the scene. Add the export annotation.
3. Save the scene
Setting a value on a scene instance only persists if you save the scene (or the resource). Confirm the value is set on the instance you mean and the scene is saved afterward.
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 Godot 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.