Quick answer: Persist the current step index and any in-step state, and on launch route into the tutorial at that step if it is started but not complete.

Players who close the game during a long tutorial come back to either the very start or a skipped tutorial, both wrong. You stored a single done flag instead of the actual step. Save the step and resume into it.

How to fix it

1. Save step granularity, not just done

Persist the current step index and a not-yet-complete marker. A binary done flag cannot express “on step 4 of 7”.

2. Route into the step on launch

If the saved state shows the tutorial started but unfinished, enter the tutorial scene and jump to the saved step rather than the intro.

3. Restore in-step setup

Re-create whatever the step needs, such as a spawned tutorial enemy or a placed marker, so resuming at step 4 has the same props step 4 expects.

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.