Quick answer: Use the URP property names — _BaseColor for color and _BaseMap for the texture — or set them via the correct shader property IDs instead of the built-in pipeline names.
Setting a material's color from script breaks after switching to URP because the property names changed. Using URP's names fixes it. Here is how.
How to fix it
1. Use _BaseColor in URP
URP's Lit and Unlit shaders expose _BaseColor, not _Color. Call material.SetColor with _BaseColor (and _BaseMap for the main texture) so the property is found.
2. Cache property IDs
Use Shader.PropertyToID for _BaseColor once and reuse the int id when setting per-frame, which is faster and avoids typos in the string name.
3. Check the shader's actual properties
If you use a custom or Shader Graph material, open it and read the real property reference names. Setting a property that does not exist on that shader silently fails or warns.
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.