Quick answer: Start the async chain on the main thread so the Unity context is captured, or cache the main-thread context at startup and post continuations to it explicitly.

Your async method works when called from Update but breaks when started from a thread callback: SynchronizationContext.Current is null and the continuation never returns to the main thread. The context only exists where the method began. Here is how to restore it.

How to fix it

1. Cache the context at startup

In a RuntimeInitializeOnLoadMethod or your first Awake, store SynchronizationContext.Current in a static field while you are on the main thread.

2. Post continuations explicitly

When you are unsure of the current context, use the cached one: mainContext.Post(_ => ApplyResult(), null) rather than relying on await to capture it.

3. Begin async chains on the main thread

Kick off the async work from Update, Start, or a coroutine so the first await captures the Unity context and later awaits resume correctly.

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.