Quick answer: Make the piece count a derived total from the authoritative piece set rather than an independently incremented counter, or guard re-registration on load.
A player is told their base is full at half the documented piece limit. The counter is incremented on placement and then again every time the base loads, inflating the total.
How to fix it
1. Derive the count, do not accumulate
Compute the piece count from the actual collection of placed pieces when needed. A separately incremented counter inevitably desyncs from reality after loads.
2. Guard load-time registration
If you must keep a counter, ensure loading existing pieces does not re-run the place-time increment. That double path is the classic cause of the drift.
3. Decrement on demolish
Confirm demolishing a piece removes it from the authoritative set so reclaimed slots are usable, rather than leaving phantom occupancy.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.