Quick answer: Route all HUD text through a shared text-scale multiplier and a Canvas Scaler set to scale with screen size, and apply the setting on load and on change.
An accessibility text-size option that does nothing is worse than none. Driving font size from a setting fixes it. Here is how.
How to fix it
1. Centralize the scale value
Store a single textScale in your settings and multiply each TMP element's base font size by it through a small component that subscribes to setting changes.
2. Configure the Canvas Scaler
Set the Canvas Scaler UI Scale Mode to Scale With Screen Size with a fixed reference resolution so the HUD scales consistently across displays.
3. Apply on load and on change
Re-apply the text scale when the scene loads and whenever the player moves the slider, and verify layouts use flexible containers so larger text does not clip.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.