Quick answer: Record that the player dismissed the tooltip and suppress re-opening while the same condition holds, only re-allowing it after the condition resets or a cooldown.

A tutorial tooltip you close that pops right back open is infuriating and reads as a hard bug. The show condition is still true and re-fires immediately. Latch a dismissed flag so a closed tooltip stays closed until something meaningful changes.

How to fix it

1. Latch a dismissed flag

When the player closes the tooltip, set a dismissed flag that blocks re-opening while the same triggering condition remains true. Without it, the open check fires again next frame.

2. Reset the flag on context change

Clear the dismissed flag only when the relevant context genuinely changes, so the tooltip can reappear later if truly needed but not the instant it is closed.

3. Separate show-once from show-while-true

Decide whether the tooltip should appear once or whenever a condition holds, and implement the matching guard. Conflating the two is what causes the reopen loop.

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.