Quick answer: Serialize a stable type id, transform, and properties per placed object, then on load look up the prefab by that id and reinstantiate it, restoring the saved state.

Your in-game editor lets players place objects and save a level, but loading it back gives an empty or scrambled scene. The save captured transforms but not a durable identifier for each object's type, so the loader has nothing reliable to spawn from.

How to fix it

1. Serialize a stable type id per object

Store a persistent string or GUID identifying the prefab/type, plus its transform and edited properties. Do not rely on instance ids or array indices, which change between runs.

2. Reconstruct by lookup on load

On load, read each entry, look up the prefab by its stable id in a registry, instantiate it, then apply the saved transform and properties. Skip and log unknown ids rather than aborting the load.

3. Version the level format

Stamp the file with a format version so you can migrate older saved levels when you add fields, instead of failing to parse them after an editor update.

4. Validate before applying

Check that referenced ids exist and transforms are finite before spawning. A corrupt or partial file should load what it can and report the rest, not crash the editor.

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.