Quick answer: Stop storing blobs in PlayerPrefs and write large data to a JSON file under Application.persistentDataPath instead, keeping PlayerPrefs for small flags only.

PlayerPrefs is backed by the Windows registry, which has tight per-value size limits. Large JSON strings silently fail to write. Move big data to a file and the loss stops.

How to fix it

1. Confirm the platform backing store

On Windows, PlayerPrefs lives in HKCU\Software registry keys, which cap each value's size. A multi-kilobyte serialized save is exactly the kind of value that gets dropped without an exception.

2. Move the save to a file

Serialize your save object to JSON and write it with File.WriteAllText(Path.Combine(Application.persistentDataPath, "save.json"), json). The persistent data path has no per-value size cap and works the same across platforms.

3. Keep PlayerPrefs for tiny values

Reserve PlayerPrefs for small scalars like volume or last-level index. Always call PlayerPrefs.Save() after writing so changes are flushed even if the app is killed.

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.