Quick answer: Enable Play On Awake or trigger Play explicitly, ensure the particle shader is included so it is not stripped, and check culling and bounds.
A particle system not playing in a build is usually a trigger or stripping issue. Here is how to fix it.
How to fix it
1. Trigger play
If Play On Awake is off, something must call Play. A trigger that runs in the editor but not the build (editor-only code, a missing event) leaves the system idle. Confirm the play call runs in the build.
2. Keep the shader from being stripped
The particle material's shader can be stripped from the build if not referenced, rendering particles invisible (or pink). Add it to the always-included shaders or reference it so it ships.
3. Check culling and bounds
A particle system with bounds the camera does not intersect gets culled. Confirm the system is on-screen and its bounds are correct, so it is not culled away in the build.
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.