Quick answer: Route every group through Master in the mixer, control volume with SetFloat on the correctly exposed parameter, and convert your 0-1 slider to dB with a log mapping.
Your master volume slider lowers music but SFX stays loud. In Unity a group only obeys Master if it actually flows into the Master group in the mixer hierarchy.
How to fix it
1. Route groups into Master
In the Audio Mixer window confirm SFX and Music are children of (or output into) the Master group. A group outputting elsewhere bypasses the Master fader.
2. Set the exposed parameter
Expose the Master volume and call mixer.SetFloat("MasterVol", dB). Setting the wrong exposed name silently does nothing.
3. Map slider to dB correctly
Mixer volume is in decibels. Convert a 0-1 slider with Mathf.Log10(v) * 20 and clamp v above 0.0001 so the curve feels linear.
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.