Quick answer: Pass the desired refresh rate alongside resolution when setting the display mode, and expose a refresh-rate dropdown filtered to the chosen resolution's supported rates.
A 144 Hz monitor owner sees the game capped at 60 even with VSync, because the mode was set without a refresh rate. Specify the high refresh rate explicitly when applying.
How to fix it
1. Set resolution with refresh
Use the overload that takes a refresh rate (Unity's Screen.SetResolution with a RefreshRate) so the display enters the high-refresh mode, not the 60 Hz default.
2. Offer a refresh dropdown
List the refresh rates supported at the selected resolution from the enumerated modes, and remember the player's choice across sessions.
3. Confirm with VSync semantics
If VSync is on, it now syncs to the high refresh; if a frame cap is desired, set it explicitly so high-refresh does not run the simulation faster than intended.
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.