Quick answer: Detect states that invalidate the current step and recover by re-spawning needed items, re-issuing the prompt, or resetting the player to a valid setup.
Tutorials soft-lock when a player does the unexpected: drops the tutorial sword off a cliff, walks out of the trigger zone, or does step three before step two. A rigid linear script then waits on a condition that can never happen. Build recovery into each step.
How to fix it
1. Detect invalidating actions
For each step, identify what the player could do that makes the goal unreachable, like discarding a required item or leaving the zone, and watch for it.
2. Recover instead of waiting
When you detect an invalidated state, recover: re-grant the item, teleport the player back to a valid spot, or revert to the previous step. Never let the tutorial sit on an impossible condition.
3. Add a reset-step fallback
Provide a “restart this step” path, automatic after a timeout or manual via a button, so a stuck player is never trapped with no way forward.
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.