Quick answer: Store each currency in its own keyed balance and require purchases to name the currency they cost, so a hard-currency price can never be paid with soft currency.

If your shop lets a player buy a premium item with farmed coins, your wallet is probably one shared number. Keeping soft and hard currency in separate, explicitly-named balances fixes it. Here is how.

How to fix it

1. Key the wallet by currency

Model the wallet as a map from a currency id to an amount (coins, gems) rather than a single total. Every read and write names which currency it touches.

2. Make prices typed

Give each shop item a price that carries a currency id, and have the spend function refuse if the requested currency does not match the item's price currency.

3. Migrate existing saves

On load, if you find a legacy single-total field, split it deterministically (e.g. all of it to soft currency) and write the new structure back so old saves do not grant free gems.

4. Audit every spend path

Search for places that subtract from the wallet and confirm each one passes a currency id; an unparameterized subtract is where the leak hides.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.