Quick answer: Track how much of a purchase has been used, and refund only the unused portion (or a fixed restocking fraction) rather than the full original price.

If a player can buy a stack, use half, and refund for the full price, your refund ignores consumption. Prorating the refund against what was actually used closes the exploit. Here is how.

How to fix it

1. Track consumption

Record how much of a purchase has been used (charges spent, levels applied) so the refund has a basis for what remains.

2. Prorate the refund

Refund only the value of the unused portion, or apply a flat restocking percentage, instead of returning the full original price.

3. Forbid refunds after full use

If a consumable is entirely spent or an upgrade is irreversible, disallow the refund rather than crediting anything.

4. Log the refund basis

Record the original price, the used fraction, and the refunded amount so refunds can be audited and abuse patterns spotted.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.