Quick answer: Build sensitive logic into an IL2CPP backend to raise the reversing effort, but still move anything truly security-critical to the server rather than relying on the client.

Your shipped Unity build is Mono, so tools like dnSpy turn it back into near-original C#, revealing your validation logic and any embedded values. Switching to IL2CPP compiles to native code that is much harder to read, but reversing is still possible, so keep critical checks server-side.

How to fix it

1. Ship IL2CPP for release

Set the scripting backend to IL2CPP in Player Settings for builds you distribute. The output is native code, which is far more work to reverse than managed IL.

2. Do not equate IL2CPP with security

IL2CPP raises effort but is not a vault; metadata and strings remain recoverable. Use it to slow attackers, not to hide secrets.

3. Keep critical logic server-side

Validation that must not be bypassed (purchases, score checks, anti-cheat decisions) belongs on a server, where the player cannot read or patch it regardless of backend.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.