Quick answer: Protect shared mutable state with a lock, use Interlocked for simple counters, or give each thread its own copy and merge results on the main thread.
A static counter or cache updated from several worker threads gives wrong totals or occasionally crashes. Without synchronization, concurrent writes race and corrupt the value. Here is how to make shared state safe.
How to fix it
1. Lock around compound updates
Wrap read-modify-write sequences in lock (gate) { ... } with a dedicated private lock object so only one thread mutates the state at a time.
2. Use Interlocked for counters
For a simple integer counter, replace count++ with Interlocked.Increment(ref count), which is atomic and far cheaper than a lock.
3. Isolate then merge
Give each worker a local accumulator and merge the partial results on the main thread after the workers join, eliminating the shared write entirely.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.