Quick answer: Render UI to a separate camera or canvas that draws after the colorblind post-process, so the daltonization only affects the game world and not the interface.
A colorblind mode should help players read state, not garble the menus. The fix is to apply the filter before UI compositing. Here is how.
How to fix it
1. Render the world filter first
Apply the daltonization material in a post-process volume or OnRenderImage on the world camera only. Set that camera's Clear Flags and depth so it renders before the UI camera.
2. Put UI on its own camera
Move the Canvas to Screen Space - Camera with a dedicated UI camera at a higher depth and Clear Flags set to Depth Only. The UI is composited after the filter, so its colors stay correct.
3. Choose a matrix per type
Use separate 3x3 LMS color matrices for protanopia, deuteranopia, and tritanopia rather than a single generic shift, and let the player pick which one matches their vision.
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.