Quick answer: Watch the data source for changes, re-parse it on change, and push the new values into your already-spawned objects instead of only reading once at boot.
Tweaking a damage number means stop, edit, re-enter Play Mode, walk back to the test fight. You can cut that loop by reloading data in place. The trick is invalidating caches and re-applying to live objects.
How to fix it
1. Watch the source file
Use a FileSystemWatcher (or poll the asset's write time) on your CSV/JSON, and when it changes, re-parse the file on the main thread via a queued callback.
2. Re-apply to live objects
Do not just refresh the cache; iterate spawned entities and re-read their stats so the change is visible immediately without a respawn.
3. Gate it to the editor
Wrap the watcher in #if UNITY_EDITOR so the hot-reload machinery never ships in your build and never affects players.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.