Quick answer: Separate selection from confirmation: hovering or clicking highlights a choice, and a distinct confirm action commits it, with the others discarded only then.
Accidentally locking in the wrong relic because hovering took it is frustrating. Requiring an explicit confirm after selecting lets players compare options before committing.
How to fix it
1. Split select and confirm
On hover or first click, only highlight and show the item's details. Require a second, distinct confirm input to actually grant the reward and close the room.
2. Allow changing the selection
Let the player move the highlight between the three options freely before confirming so they can compare without committing.
3. Commit and discard atomically
Only on confirm do you grant the chosen item and discard the rest, so no choice is taken until the player explicitly decides.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.