Quick answer: Populate the dropdown from Screen.resolutions (or the engine's display-mode query) at runtime, de-duplicate by width/height, and never ship a fixed list.

Players on uncommon panels report their native resolution is simply not selectable, so the game runs scaled and blurry. The list is usually built from a hard-coded array or filtered too aggressively. Build it from the live mode list instead.

How to fix it

1. Enumerate live modes

Query the platform for supported modes (Screen.resolutions in Unity) every time the menu opens. Devices report different mode sets, so a captured-at-build list will always miss someone's panel.

2. De-duplicate sensibly

The raw list often repeats a width/height across refresh rates. Group by resolution and offer the refresh rate as a separate control rather than dropping entries.

3. Always include current

Inject Screen.currentResolution into the list if your filter excluded it, so the running mode is always selectable and the menu never shows a mismatch.

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.