Quick answer: Edit the prefab in Prefab Mode (or Apply overrides up to the prefab), watch the override indicators, and remember instance-level overrides win over prefab changes for that field.
Prefab edits that vanish or fail to reach other instances are an override-versus-asset confusion. Unity tracks per-instance overrides separately from the prefab. Here is how to make sure your change lands where you intend.
How to fix it
1. Edit the prefab asset, not one instance
Open the prefab in Prefab Mode (double-click the asset) to change all instances. Editing an instance in the scene only changes that copy and records it as an override.
2. Apply overrides up to the prefab
If you did edit an instance and want it everywhere, use the Overrides dropdown to Apply the changes to the prefab. The blue indicators show which fields are overridden.
3. Remember overrides win on that instance
A field overridden on an instance ignores later prefab changes to that field. If a prefab edit is not showing on one object, that field is probably overridden — revert it to inherit again.
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.