Quick answer: Force the needed generic instantiations to exist at compile time with explicit references or [Preserve], and avoid creating value-type generics dynamically.
Your game runs in the editor but an IL2CPP build throws an AOT or execution-engine error when a generic is used with a value type. Forcing those instantiations to compile fixes it.
How to fix it
1. Force the instantiation at compile time
Reference the generic with the exact value type somewhere statically reachable (a dummy method that calls Method<MyStruct>()) so IL2CPP AOT-compiles that specialization into the build.
2. Avoid runtime-created value-type generics
Do not construct value-type generic instances via Activator.CreateInstance or MakeGenericType at runtime; IL2CPP cannot AOT-compile a specialization it never saw, which throws on device.
3. Preserve the involved types
Add the generic types and the value types to a link.xml or mark them [Preserve] so stripping does not also remove the specialization you forced.
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.