Quick answer: Treat ScriptableObjects as read-only templates and copy any mutable runtime state into a serializable save file instead of writing back to the asset.
In the editor, changing a ScriptableObject at play time edits the on-disk asset, so it looks persistent. In a build the asset is read-only, so changes vanish. Save to a file instead.
How to fix it
1. Stop mutating the asset
Do not write progress directly into a ScriptableObject and expect it to persist in a build. The asset is baked into the build and resets every launch.
2. Copy state into a save model
At runtime, read the ScriptableObject as defaults and store mutable values (unlocks, levels) in a plain serializable class you write to Application.persistentDataPath.
3. Reapply on load
On startup, load the save file and apply its values over the ScriptableObject defaults in memory, never writing back to the asset itself.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.