Quick answer: Match the door to a specific key ID, verify the player holds it before consuming, and only remove the key inside the same branch that actually unlocks the door.

Losing a key to a door that stays locked can softlock progression. Tie each door to a key ID and make consume-and-unlock a single atomic action.

How to fix it

1. Match key and door by ID

Give each locked door a requiredKeyId and each key an id. Unlock only when the player's inventory contains that exact id, so a red key never gets spent on a blue door.

2. Consume inside the unlock branch

Remove the key from inventory in the same if that sets the door to unlocked. If consumption happens before or outside that branch, a failed match still eats the key.

3. Persist the unlocked door

Record the door's unlocked state in the save so backtracking through it does not require the key again and a reload does not re-lock a door the player already opened.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.