Quick answer: Let only the topmost screen handle Back, mark the event consumed when it pops, and gate input so a screen ignores Back until it is the active top of the stack.
Pressing Back closes one menu but immediately the menu behind it too, dropping the player two levels deep. The cause is shared, unconsumed input across the stack. Here is how to fix it.
How to fix it
1. Route Back to the top screen only
Keep a screen stack and dispatch the Cancel input to stack.Peek() exclusively. Lower screens should not subscribe to global input while covered.
2. Consume the event when you pop
When the top screen handles Back, mark the event handled (Event.current.Use() or set a consumed flag) so the same press cannot also trigger the newly-exposed screen this frame.
3. Add a one-frame input guard on push/pop
After pushing or popping a screen, ignore further Back input until the next frame. This stops a held or repeated press from cascading through multiple layers.
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.