Quick answer: Ensure the tween is not killed mid-flight, call Complete() if you need to force the end state, and check that AutoKill behavior matches whether you intend to reuse the tween.

Your DOTween moves part way and the OnComplete logic that unlocks the next step never runs. The tween was killed early, often by a disabled object or a manual Kill, so it stopped before completing. Handling the lifecycle fixes it.

How to fix it

1. Find what kills it early

Search for DOTween.Kill, tween.Kill(), and disabling the target GameObject. A killed tween does not fire OnComplete. Use Kill(true) to complete-then-kill if you want the end callback to run.

2. Force the end state when needed

Call tween.Complete() to jump to the final value and fire OnComplete immediately, useful when interrupting an animation but still wanting the resting state.

3. Match AutoKill to reuse

With AutoKill on, a finished tween is disposed; calling Restart on it does nothing. Set SetAutoKill(false) if you plan to replay the same tween instance.

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.