Quick answer: Pin the shared dependency to a version both packages accept (or upgrade the consumers), delete packages-lock.json to force a fresh resolve, and verify there are no errors in the Package Manager.
The Package Manager shows a red error about a dependency conflict and packages will not import. The dependency graph has no version that satisfies every package at once.
How to fix it
1. Read the conflict
The error names the conflicting packages and the dependency they disagree on. Determine a version of that dependency that both consumers accept, often the newer one.
2. Pin in the manifest
Add the shared dependency explicitly to Packages/manifest.json at a satisfying version, or bump the older consumer package so its requirement aligns.
3. Force a clean resolve
Delete Packages/packages-lock.json and reopen the project so the resolver rebuilds the lockfile from the corrected manifest. Confirm no conflict remains.
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.