Quick answer: Reference levels by a stable identifier (scene name or a level data asset) instead of a build index, and map each portal to that identifier so reordering scenes cannot break the hub.
A hub that mislinks levels after an update almost always relied on build indices. Switch portals to name- or asset-based references so the world structure survives content additions.
How to fix it
1. Avoid build-index references
Loading by SceneManager.LoadScene(index) breaks when build order changes. Use the scene name or a ScriptableObject that holds the canonical scene reference per level.
2. Map portals to level data
Give each portal a reference to a level-data asset that names its scene and metadata, so the hub's links are data-driven and stable across reordering.
3. Validate links at build time
Add an editor check that every portal's referenced scene is in the build settings, catching a broken hub link before it ships rather than when a player walks into it.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.