Quick answer: Read and apply saved graphics settings in the earliest init hook (before the first render) so the opening frame already reflects the player's choices.
On launch, the player briefly sees High quality flicker to their saved Low before the menu appears. Settings were applied a frame too late. Apply them before the first frame is presented.
How to fix it
1. Apply in earliest init
Load and apply saved graphics settings in a pre-render hook (Unity's RuntimeInitializeOnLoadMethod with BeforeSceneLoad, or your engine's earliest boot step) so the first frame uses them.
2. Defer the first present
If reads are slow, hold a loading/splash screen until settings are applied so no gameplay frame is shown at the wrong quality.
3. Set quality level before scene
Call the quality-level switch before the main scene loads so render targets and shadow buffers are sized correctly from frame one.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.