Quick answer: Anchor the arrow to the target widget at runtime by reading the target's world or canvas position each frame instead of hardcoding coordinates.
A pointing hand that lands two inches from the button it means makes the tutorial look amateur and misleads players. Hardcoded arrow positions break the moment a layout group reflows or someone plays at a different aspect ratio. Anchor to the target instead.
How to fix it
1. Follow the target, not a coordinate
Each frame, set the arrow position from the target UI element's current rect. In Unity UI, convert the target's RectTransform world corners to the arrow's canvas space rather than storing an absolute position.
2. Handle layout groups and anchors
If the target lives inside a layout group, wait one frame after layout rebuild (Canvas.ForceUpdateCanvases()) before reading its position, since groups settle positions after the initial pass.
3. Reposition on resolution change
Recompute placement when the screen size or safe area changes so the arrow stays glued to its button across devices and orientations.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.