Quick answer: Reserve a destination slot first, and only subtract from the source after the new stack is successfully placed. If placement fails, roll back the count.

Splitting a stack should never lose items. The usual cause is subtracting from the source before confirming the new stack has somewhere to go. Here is the safe ordering.

How to fix it

1. Check for a free slot before splitting

Before you decrement the source stack, scan for an empty slot or a partial stack of the same item that can absorb the split amount. If there is no room, cancel the operation and leave the source untouched.

2. Make the transfer atomic

Treat the split as a single transaction: compute the new source count and the new stack, then apply both only if every step succeeds. If any step fails, restore the original counts so no items are destroyed.

3. Add an over-capacity fallback

When the grid is full but a same-item partial stack exists, top that stack up to its max first and only spill the remainder into a new slot, so a full grid does not force you to drop the split.

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.