Quick answer: Always unsubscribe in OnDisable for every subscription made in OnEnable, so a static or game-scoped event never retains handlers from destroyed objects.

A static event bus outlives scenes, so any handler you add and never remove keeps the dead object alive and runs again on the next instance. Symmetric subscribe and unsubscribe fixes it.

How to fix it

1. Pair OnEnable with OnDisable

Subscribe in OnEnable and unsubscribe with the exact same delegate in OnDisable. This guarantees a destroyed object detaches from the static bus.

2. Avoid anonymous lambdas you cannot remove

Subscribe with a named method, not an inline lambda, so you have a reference to pass to -= when unsubscribing.

3. Clear the bus on hard resets

On a full restart or quit-to-menu, reset the static event fields to null so no handler can survive into a fresh 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.