Quick answer: Store a stable, content-defined ID (not a raw asset GUID) and resolve it through a lookup table at load, so renaming or moving assets does not break saves.
Saving a raw asset GUID couples your save to Unity's asset database. Delete or reimport the asset and the reference dies. Store a stable game-level ID instead.
How to fix it
1. Avoid saving raw GUIDs
An asset's GUID or path can change across reimports and reorganizations. A save that stores it directly breaks the moment the asset moves.
2. Save a stable item ID
Give content a permanent string or int ID you control (for example "sword_iron") and store that. It never changes when assets are reorganized.
3. Resolve through a registry
On load, look up the stable ID in a registry/ScriptableObject database to get the current asset reference, returning a clear fallback if it is missing.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.