Quick answer: Add a blend on the transition back to idle, set exit time appropriately, and let the action animation finish or blend out smoothly.
An animation snapping back to idle is an abrupt transition. Blending fixes it. Here is how.
How to fix it
1. Blend the transition to idle
Give the transition from the action back to idle a blend duration so the character eases back rather than snapping. A zero-length transition cuts instantly to the idle pose, which pops.
2. Set exit time appropriately
If the transition uses exit time, set it so the action plays enough before transitioning. An early exit time cuts the action short and snaps to idle before it finishes.
3. Let the action blend out
Allow the action animation to blend out smoothly into idle rather than being hard-stopped. Interrupting it abruptly, or transitioning from a mid-action pose with no blend, causes the snap.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.