Quick answer: Flush the save synchronously in the application-pause or background lifecycle callback, since that is the last guaranteed moment before the OS may kill the process.

Mobile apps rarely get a clean quit; the OS just kills them in the background. Any save you deferred to quit is lost. Write it the moment the app is backgrounded instead.

How to fix it

1. Save on pause, not on quit

Hook OnApplicationPause(true) in Unity (or applicationDidEnterBackground / Android onPause) and persist there. This fires reliably; OnApplicationQuit often does not on mobile.

2. Keep the background write small and fast

You get only a short window before termination. Write a compact, already-prepared snapshot so the flush completes well within the OS's grace period.

3. Verify on resume

On resume, reload the save and reconcile it with in-memory state so a partially-applied background save cannot leave the session inconsistent.

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 mobile 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.