Quick answer: Never use ScriptableObjects for runtime-saved state; write runtime values to a save file or PlayerPrefs and keep the SO as immutable authored data.

You saved progress by writing to a ScriptableObject and it worked in the editor, but in the build it resets every launch. Built SO assets do not persist runtime writes. Use real save storage instead.

How to fix it

1. Do not persist via ScriptableObjects

ScriptableObjects are authored data, not save storage; runtime writes do not survive in a build, so move saved state to a proper save system.

2. Write runtime state to a save file

Serialize runtime values to a JSON save file in Application.persistentDataPath (or PlayerPrefs for tiny values) so they survive restarts in builds.

3. Keep the SO as read-only data

Use the ScriptableObject only for default and authored values, and load them into a separate runtime object you are free to mutate and save.

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.