Quick answer: Assign the ScriptableObject in a serialized inspector field, load it from Resources/Addressables, or re-resolve it in OnEnable so it survives reloads.
You assigned a ScriptableObject in Awake or a static initializer, it worked, then after a script recompile it is suddenly null. Domain reload wipes non-serialized state. The reference needs a path Unity can rebuild.
How to fix it
1. Use a serialized field
Expose the reference as a [SerializeField] field and drag the asset in the inspector; Unity serializes the asset link and restores it after every reload.
2. Load by a stable path
If the SO must be resolved in code, load it via Resources.Load or an Addressables key in OnEnable so it is re-fetched after a domain reload.
3. Disable domain reload carefully
For faster iteration you can disable domain reload in Project Settings, but then you must manually reset static fields yourself or they will carry stale values.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.