Quick answer: Place the asset under a Resources folder, use the exact case-correct path without an extension, and prefer Addressables for large content.
An asset loads in the editor but Resources.Load returns null in the build because the path is wrong or the asset is not really in a Resources folder. Fixing the path fixes it.
How to fix it
1. Confirm the asset is under Resources
Only assets inside a folder literally named Resources are included for Resources.Load. An asset elsewhere can be found in the editor by other means but is null in the build.
2. Use the exact, extension-less path
Pass the path relative to the Resources folder with no file extension and matching case (Resources.Load("UI/Icons/coin")). Case differences pass on Windows but fail on case-sensitive platforms.
3. Migrate large content to Addressables
For anything beyond small lookups, move to Addressables so loading is explicit and you avoid the all-in-build, hard-to-strip behavior of the Resources folder.
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.