Quick answer: Apply the effect when the meter is at or below zero, and drive it from a meter-changed event so it fires exactly once on the crossing.
Thirst empties to zero but the player takes no dehydration damage, because the code waits for thirst to go below zero while the meter is clamped at exactly zero.
How to fix it
1. Use at-or-below zero
Trigger the penalty when thirst <= 0, not thirst < 0. A clamped meter never goes negative, so a strict comparison can never fire.
2. Fire once on the crossing
Apply the status effect on the transition into the empty state from a value-changed event, and remove it when the meter rises above zero again, to avoid re-applying every frame.
3. Tie damage to the effect
Let the status effect own the recurring damage tick rather than scattering damage checks, so balancing and clearing the penalty stays in one place.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.