Quick answer: Switch away from BinaryFormatter to JSON (which keys on field names, not type identity) or add a serialization binder that maps old type names to the new ones.
BinaryFormatter writes the assembly-qualified type name into the file. Rename the class and every old save throws on load. JSON keyed by field names avoids this entirely.
How to fix it
1. Understand why it breaks
BinaryFormatter stores Namespace.ClassName, AssemblyName in the stream. When the runtime can no longer resolve that exact type, SerializationException is thrown on load.
2. Migrate to JSON serialization
Re-serialize saves with JsonUtility.ToJson / FromJson or Newtonsoft. JSON matches on field names, so renaming the class no longer invalidates existing files.
3. Bridge old files with a binder
If you must read legacy BinaryFormatter saves, set a custom SerializationBinder on the formatter that maps the old type name to the new type, then re-save in the new format.
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.