Quick answer: Either await the Task, or attach a continuation that logs faults, or route fire-and-forget calls through a helper that observes and reports exceptions.

You call LoadProfileAsync(); without await, it throws halfway through, and nothing appears in the console. The game just behaves as if the profile loaded with default data. The exception is sitting unobserved on a Task you threw away. Here is how to stop losing those errors.

How to fix it

1. Await it where you can

If the calling site can be async, write await LoadProfileAsync(); so the exception propagates to a try/catch you control instead of being swallowed.

2. Use a logging fire-and-forget helper

For true fire-and-forget, route through a helper that does task.ContinueWith(t => Debug.LogException(t.Exception), TaskContinuationOptions.OnlyOnFaulted) so faults are always logged.

3. Catch inside the async method

Wrap the body of the fire-and-forget method in try/catch and report errors there. This guarantees a log even if no caller ever observes the Task.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.