Quick answer: Store the limit/overdrive gauge on the persistent character data, not on the per-battle combatant object, and only reset it when your design says (e.g. on death or never).
If players build a full limit bar, win, and start the next fight empty, the gauge lives on the wrong object. Here is how to persist it.
How to fix it
1. Move the gauge to persistent data
Keep the limit value on the character's saved data and have the battle combatant read and write through to it.
2. Reset only intentionally
Apply your design rule explicitly — keep the gauge across battles, reset on KO, or decay over time — rather than clearing it as a side effect of teardown.
3. Persist on save
Include the gauge in the save payload so a full bar survives saving and reloading, not just the current session.
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.