Quick answer: Gate the gauge increment behind a battle-phase flag so it only advances during the active resolution phase, and pause all gauges when any actor is choosing an action.
In a classic ATB system the gauge should freeze the moment a unit is ready and the player opens the command menu. If yours keeps ticking, the fill loop ignores battle state. Here is how to gate it.
How to fix it
1. Track an explicit battle phase
Hold an enum like Resolving, Selecting, and Animating on your battle controller. Only advance gauges while the phase is Resolving.
2. Stop all gauges during selection
When any actor reaches a full gauge and opens the command menu, set the phase to Selecting so every other unit's fill pauses until the command is queued.
3. Use a battle-local clock
Drive the gauge from a battle time accumulator you increment yourself, not directly from Time.deltaTime, so menu pauses and animations naturally stop it.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.