Quick answer: Carry cross-scene data on a DontDestroyOnLoad object, a ScriptableObject asset, or a static field so it survives the scene swap.

Setting a variable and then loading the next scene loses it because LoadScene wipes the current scene's objects. The data needs a home that the scene change cannot destroy.

How to fix it

1. Use a ScriptableObject as a data bus

Store the payload in a ScriptableObject asset that both scenes reference. It persists independently of any scene and is easy to inspect in the editor.

2. Carry it on a persistent object

Put the data on a manager marked DontDestroyOnLoad so it lives across the load, then read it from the new scene's setup code.

3. Read it after the load completes

If you load asynchronously, only read the data once sceneLoaded has fired, so the receiving scene's objects exist and are ready to consume it.

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.