Quick answer: Mark the plugin to not load in the editor unless needed, unload native handles on AssemblyReloadEvents.beforeAssemblyReload, or disable domain reload during play to avoid the unsafe reload point.
Saving a script triggers a recompile and the editor crashes to desktop. A native plugin is keeping state across the domain reload that recompile performs, and that state is now invalid.
How to fix it
1. Release native handles before reload
Subscribe to AssemblyReloadEvents.beforeAssemblyReload and free or null any native handles, callbacks, and threads the plugin owns so the reload does not invalidate live pointers.
2. Control plugin loading
In the plugin's import settings, restrict it to the platforms and load contexts you need and avoid auto-loading native code in the editor if it is not required for editor work.
3. Reduce reloads
Enable Enter Play Mode Options to skip domain reload during play, and avoid recompiling while the plugin is actively running, which removes the dangerous reload moment.
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.