Quick answer: Reset through a single teardown that destroys all spawned entities, restores modified globals to defaults, and re-initializes from a known snapshot.
A practice sandbox is supposed to give a clean slate, but if reset leaves old projectiles, altered stats, or a still-running timer, players practice against a corrupted state. Centralize teardown so reset truly returns to the starting snapshot.
How to fix it
1. Tear down everything spawned
Track objects spawned during the session and destroy them all on reset. Stragglers like pooled projectiles or particle systems left active are the usual leftovers.
2. Restore modified globals
Any global the sandbox changed, such as gravity, time scale, or player stats, must be reset to defaults. A lingering Time.timeScale change is a classic carryover bug.
3. Re-init from a snapshot
Reset by reloading a known initial state rather than incrementally undoing changes. Reapplying a snapshot is far less error-prone than reversing each mutation.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.