Quick answer: Defer cross-manager access to Start or first-use, or set an explicit Script Execution Order so the dependency initializes first.
Init race conditions between managers show up as random null references only on some launches. Awake order is undefined across objects, so you cannot assume one manager exists when another wakes.
How to fix it
1. Initialize self in Awake, read others in Start
Use Awake only to set your own Instance and internal state. Read other singletons in Start, which always runs after every object's Awake.
2. Set explicit execution order
In Project Settings > Script Execution Order, place the manager that others depend on before them so its Awake runs first deterministically.
3. Lazy-resolve on first use
Instead of caching another manager at startup, fetch it the first time you actually need it. This sidesteps ordering entirely as long as the dependency exists by then.
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.