Quick answer: Auto-load the bootstrap scene with a RuntimeInitializeOnLoadMethod, or have gameplay scenes detect missing managers and self-bootstrap so any scene runs standalone in the editor.

A dedicated bootstrap scene is good architecture, but it breaks editor iteration when you press Play in a level that assumes bootstrap already ran. Each scene needs to be runnable on its own.

How to fix it

1. Auto-load bootstrap at runtime

Use [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] to ensure the bootstrap or manager set loads before any scene, regardless of which scene you pressed Play in.

2. Self-bootstrap on demand

Have a manager accessor instantiate the manager set from a prefab if no instance exists, so a gameplay scene works even without the bootstrap scene.

3. Set the editor's Play Mode start scene

In editor settings, configure a fixed Play Mode start scene so pressing Play always boots through bootstrap during development.

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.