Quick answer: Write saves to Application.persistentDataPath, flush and close the stream, and save atomically to a temp file then rename so a crash mid-write cannot corrupt or lose the file.

Saves that disappear are almost always going somewhere the platform wipes, or never fully writing. persistentDataPath is the only location guaranteed to survive. Here is how to write to it safely.

How to fix it

1. Save to persistentDataPath, not dataPath

Application.dataPath is read-only on most platforms and gets cleared; Application.persistentDataPath is the writable, persistent location. Build every save and load path from it.

2. Flush and close the file

Data buffered but never flushed is lost if the app closes. Wrap your writer in a using block or call Flush and Close so bytes actually hit disk before the session ends.

3. Write atomically to avoid corruption

Write to a temporary file, then move it over the real save. If the app is killed mid-write, the old save is intact instead of half-written and unreadable.

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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.