Quick answer: Launch the game through Steam (not the editor), enable the in-game overlay in your library properties, and run in borderless or exclusive fullscreen with a supported renderer so the hook can draw.
If Shift+Tab does nothing, the overlay never injected. The overlay hooks D3D/OpenGL/Vulkan at process start and only when Steam launched the executable. A direct double-click of the build bypasses it entirely.
How to fix it
1. Launch through Steam
Add the build to Steam as a non-Steam game (or run the real app ID) so Steam injects GameOverlayRenderer at startup. Launching the raw .exe or pressing Play in the editor never injects the overlay.
2. Check overlay is enabled
In Steam, Settings > In Game, enable the overlay, and verify the same toggle in the game's library Properties. A disabled per-game toggle silently blocks injection.
3. Use a compatible render path
The overlay hooks DirectX, OpenGL, or Vulkan. Avoid odd windowing modes; borderless or true exclusive fullscreen with a standard backend lets the hook composite over your frame. Update the Steam client if injection still fails.
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.