Quick answer: Make the row's bind method reset every visual field from the new data item, including clearing optional elements that the new item does not use.
Scrolling a long inventory shows the wrong icon or a stale selected highlight on rows as they recycle. The rebind is incomplete. Here is how to fix it.
How to fix it
1. Bind every field explicitly
In the row's Bind(data), set every visual element from the data, including resetting optional badges, toggles, and highlights to their default.
2. Clear before populate
If a field is conditional (an equipped marker, a count badge), explicitly hide it when the new item lacks it rather than leaving the previous item's state.
3. Reset transient state
Reset per-row animation, hover, and selection state on rebind so a recycled row does not inherit the highlight or tween of the item it previously showed.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.