Quick answer: Use Unity's Smart Merge (UnityYAMLMerge) tool, force text serialization, and reduce conflicts by splitting scenes and coordinating who edits what.
Scene and prefab merge conflicts are the YAML format plus parallel edits. Smart merge and workflow fix it. Here is how.
How to fix it
1. Use Unity's Smart Merge
Configure UnityYAMLMerge as the merge tool for .unity and .prefab files. It understands the format and resolves many conflicts automatically that a text merge would corrupt.
2. Force text serialization
Set asset serialization to Force Text so scenes and prefabs are mergeable text, not binary. Binary scenes cannot be merged at all, making any parallel edit a hard conflict.
3. Split scenes and coordinate
Break large scenes into additively-loaded sub-scenes and prefabs so people work in separate files, and coordinate who edits a shared scene. Reducing parallel edits is the most reliable way to avoid painful conflicts.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.