Quick answer: Treat ScriptableObjects as read-only data and clone them with Instantiate() before mutating, or store runtime state in a separate MonoBehaviour or struct.

ScriptableObjects are great as data containers, but they are assets, not instances. If you write current health onto a weapon SO, every enemy using that SO shares the value and it sticks after you stop playing. Keep the SO immutable.

How to fix it

1. Clone before mutating

Call Instantiate(myScriptableObject) to get a runtime copy you can safely modify; the original asset stays untouched. Discard the clone when the object is destroyed.

2. Separate static data from runtime state

Keep base stats on the SO and put mutable values (current HP, cooldown timers) on a MonoBehaviour or a plain runtime struct that reads from the SO at spawn.

3. Reset on enter Play Mode

If you must mutate the asset, implement ISerializationCallbackReceiver or hook EditorApplication.playModeStateChanged to snapshot and restore defaults so the editor copy is not corrupted.

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.