Quick answer: Reset every static field and unsubscribe every static event in a [RuntimeInitializeOnLoadMethod(SubsystemRegistration)] method so each Play session starts clean even without domain reload.
You turned on Enter Play Mode Options and disabled Reload Domain for faster iteration, but now singletons carry over, events fire twice, and counters keep climbing across play sessions.
How to fix it
1. Reset statics on play
Add a method marked [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] that sets every static field back to its initial value. This runs before scene load on every Play.
2. Clear static events
Static C# events and delegates retain subscribers without a domain reload. Null them out in the same reset method, or unsubscribe in OnDisable so they do not accumulate listeners.
3. Audit singletons
Make any singleton that caches an instance reset its static reference in the same hook, so it re-initializes instead of pointing at a destroyed object from the last session.
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.