Quick answer: Define each preset as a full set of values for every graphics knob and apply them all atomically, then refresh the UI so individual sliders reflect the preset.
A player picks Low to gain FPS but textures and post-processing stay High because the preset only touched shadows. A preset must be a complete description of every setting, not a partial patch.
How to fix it
1. Make presets total
Each preset should specify a value for every graphics setting it governs (textures, shadows, AA, effects, view distance). Apply the whole bundle so nothing is left dangling at a stale value.
2. Apply atomically
Set all values, then trigger a single re-evaluation of the render pipeline so dependent systems read a consistent state instead of partway-applied settings.
3. Sync the sliders
After applying a preset, push every value back into the menu controls so the individual sliders show what the preset actually set, otherwise the UI lies.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.