Quick answer: Point both the DialogueRunner and your game code at the same VariableStorage, and use set commands or SetValue so the change is written, not just declared.
A Yarn variable that never changes is being written to one storage and read from another, or only declared. Sharing one storage fixes it. Here is how.
How to fix it
1. Share one VariableStorage
Reference the same VariableStorage component from both the DialogueRunner and any C# that reads variables. Two separate storages will not see each other's writes.
2. Set, do not just declare
Use <<set $gold to 50>> inside Yarn or storage.SetValue("$gold", 50) in code; a <<declare>> only establishes the default and does not change a running value.
3. Match the variable name and type
Yarn variable names include the leading $ and are type-checked; reading $Gold when the dialogue sets $gold, or mixing number and string, returns the default instead of your value.
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 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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.