Quick answer: Time-slice the AI over multiple frames with a coroutine or run a pure-data search on a background thread, then apply the chosen move on the main thread.

A long AI turn that freezes the screen feels like a crash. Spreading the search across frames or onto a worker thread keeps the game alive. Here is how to do it safely.

How to fix it

1. Time-slice with a coroutine

Break the AI search into chunks and yield return null periodically so the main thread can render a thinking indicator and process input between chunks.

2. Offload pure computation to a thread

If the search touches only plain data (not Unity objects), run it on a background Task or thread. Marshal only the final chosen move back to the main thread to apply it.

3. Cap the search budget

Use iterative deepening or a time limit so the AI returns its best move within a fixed budget, preventing pathological positions from hanging the turn.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.