Quick answer: Validate the live balance before granting, deduct atomically in the same step, and disable buy buttons whose cost exceeds the current balance so the menu reflects affordability.
An upgrade economy breaks if players can buy what they cannot afford. Check the real balance, deduct and grant in one operation, and gray out unaffordable options.
How to fix it
1. Check the live balance first
On buy, read the authoritative currency value and return early if balance < cost. Never apply the upgrade before this guard or you grant it for free on a failed purchase.
2. Deduct and grant atomically
Subtract the cost and add the ability in the same method with no awaitable gap between them, so a second click cannot spend the same currency twice.
3. Reflect affordability in the UI
Disable or dim buttons whose cost exceeds the current balance and update them whenever currency changes, so the screen never offers a purchase the player cannot complete.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.