Quick answer: Persist a pity counter in run state that increments on every non-rare drop and forces (then resets) a rare once it crosses the configured threshold.

If your pity system promises a rare after N drops but never delivers, the counter is resetting too soon. Persisting it in run state and forcing a rare at the threshold makes pity reliable.

How to fix it

1. Persist the counter in run state

Store the pity counter on the RunState so it survives floor transitions, incrementing it on each non-rare drop rather than resetting between floors.

2. Force a rare at the threshold

When the counter reaches the configured limit, override the rarity roll to guarantee a rare, then reset the counter to zero.

3. Apply soft pity if desired

Optionally ramp the rare chance up as the counter approaches the threshold so the guarantee feels gradual rather than a hard cliff.

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.