Quick answer: Disable input on the canvas (a CanvasGroup with blocksRaycasts and interactable off, or a full-screen blocker) for the duration of the transition.

Tapping the screen while a menu slides in fires a button before the menu has settled, causing mis-taps. Input is live during the transition. Here is how to fix it.

How to fix it

1. Gate input with a CanvasGroup

Wrap the screen in a CanvasGroup and set interactable and blocksRaycasts to false while the transition tween runs.

2. Re-enable when settled

Re-enable interaction only in the tween's completion callback, so input is impossible until the screen is fully in place.

3. Use a transition guard flag

Maintain an isTransitioning flag that the input router checks, so even global shortcuts are ignored during the animation.

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.