Quick answer: Have the battle item action decrement the canonical inventory store directly, and refresh the menu from that store so counts stay in sync everywhere.
If a player uses three potions in a fight and still has the original count afterward, the battle menu edited a copy. Here is how to consume from the real inventory.
How to fix it
1. Point at the single source
Make the battle item menu read and write the same inventory object the field menu uses, not a snapshot taken at battle start.
2. Decrement on use
When an item resolves, call inventory.Consume(itemId, 1) and remove the entry if the count hits zero.
3. Refresh the menu
Rebuild the item list from the live inventory after each use so a depleted item disappears and counts display 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.