Bugs that appear on installed version of project only on non-project related PC's

Good evening,
I’m hoping this is a fine location to place this topic, as it deals with versions of a game that I created installers for and tested on multiple PC’s.
This question is regarding certain data-member aspects that Unity could have issues with when running on different computers.

My issue is this: I have completed a project with a small team. We made an installer for the game, and tested that on our computers. The game works without a hitch.
However, when tested on other computers that we have not used to create the project (and some of these computers it does not happen to, but a majority are effected) many features break and are not even playable in-game.

One of these issues is with a List that I created for my Player class, which stores his previous World positions.
This list is used to “push” his position when “entering” a scene, and “pull” from the list if he is “exiting” from a scene. It works perfectly fine on my PC (and yes, my team and I are running the installed version of the game, not playing from the editor or just clicking the Unity .exe in the main folder), but on other PC’s its like the list is completely ignored and the player ALWAYS spawns at his original position.

The “push” and “pull” is determined from a public boolean that I assign from the inspector depending on if I want the player to save his position or load an old one.
Push is true, Pull is false.
Is the inspector the issue here? Because a lot of our bugs seem to be happening with values that are assigned within the inspector.
Is it just that perhaps all of the doors lost their inspector values, and are now always set to the default “true” value?

The List is a System.Collections.Generic class, and is a list of GameObjects. (List _worldPositions).

Would using public variables and the Inspector Window to assign values do this?
Are lists simply bugged?
I don’t expect a direct answer, as I haven’t given you detailed code on how each script works.
I tried searching for a generic answer but came up with nothing, so if anyone has had similar issues and found a fix, please let me know.

Thank you for your time in advance,
Sean

What platform is this - Windows Standalone or Windows Sore Apps ? And what Unity version?

In any case it’s really hard to say, haven’t heard about such issue. The other thing which might help, is the log file, maybe there’s somekind of error which produces undefined behavior.

It’s Windows standalone. Unity Version 5.0, I’m still having the issue, but I ended up fixing it by hardcoding the values into my scripts. Hardly a fix, and not even close to modular, but I built a debug view for my executable and ran it on my separate computers that produce the bug and all the values are correct, they’re just misbehaving.

Could you submit a bug report with repro project attached, honestly I never heard about issue like that… maybe there something specific to your project.

Will do!