Quick answer: Flip at the root only, disable scale inheritance on bones that should not invert, or mirror by swapping to a precomputed flipped pose instead of negating scale down the chain.
Turning a 2D skeleton around by setting a bone's X scale to negative often leaves child bones rotating backward or limbs crossing over. Scale inheritance compounds down the hierarchy, so the flip has to be contained or handled per bone.
How to fix it
1. Flip at the root transform only
Negate the X scale on a single root or container node so the whole rig mirrors once, rather than flipping individual bones that each re-invert their children.
2. Disable scale inheritance where needed
On bones whose rotation should not invert, turn off scale inheritance (or compensate their local rotation) so a parent flip does not reverse their bend direction.
3. Prefer a mirrored pose for complex rigs
For rigs where negative scale fights the IK or constraints, author or compute a mirrored set of bone transforms and apply that instead of relying on scale flipping.
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.