Quick answer: Store shared config on a persistent object that survives scene loads, or load it from a data asset on demand, so every scene sees the same instance.
Your settings are correct in the menu but reset in the level because the config object died on scene change. Shared config must outlive any single scene. Make it persistent or reload it per scene.
How to fix it
1. Make the holder persistent
Put the config on an object that survives scene transitions (for example an autoload/singleton or a DontDestroyOnLoad object) so it is loaded once and shared.
2. Or reload from a data asset
Alternatively keep no live holder and load the config from a data asset whenever a scene needs it, ensuring every scene reads the same source values.
3. Avoid per-scene duplicates
Guard against creating a second config instance on scene load; check for an existing one first so you do not end up with conflicting copies.
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 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.