Quick answer: Model the active romance as a single value (an enum or a committed-partner id) rather than independent booleans, and block committing a new romance once one is locked.
If a player ends up romancing two characters who are supposed to be exclusive, your flags do not know about each other. Here is how to make romance singular.
How to fix it
1. Use one committed-partner field
Replace per-character booleans with a single committedRomance id so only one partner can ever be active at a time.
2. Gate the point of no return
At the moment a romance commits, refuse if another is already committed, and surface a clear prompt explaining the choice is exclusive.
3. Migrate existing saves
Add a save migration that, if multiple legacy flags are set, resolves them to one partner deterministically so loaded games are not left inconsistent.
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.