Quick answer: Set the completion flag only when the final step actually completes, and use a separate started flag if you need to know the tutorial is in progress.
If quitting one step into the tutorial makes the game skip it forever, your completion flag is being set too early. Mark the tutorial complete only at the genuine end, and track in-progress state separately so resume still works.
How to fix it
1. Set complete only at the end
Write the completion flag from the final step's completion handler, not at startup. A flag set on launch means any early quit counts as finished.
2. Track started separately
If you need to know the tutorial began, use a distinct started value plus a saved step index. Do not overload the completion flag to mean both.
3. Resume instead of skip when incomplete
On load, if started is true but complete is false, resume at the saved step rather than skipping. Only a true complete flag should bypass the tutorial.
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.