Quick answer: Call SetLink(gameObject) or SetTarget and kill the tween in OnDestroy, so the tween dies with the object it animates.

A pickup tweens toward the player, gets destroyed on collection, and a frame later DOTween throws because it is still trying to move a transform that no longer exists. Linking the tween to the object's lifetime stops the orphaned tween.

How to fix it

1. Link the tween to the GameObject

Chain .SetLink(gameObject) on the tween so DOTween automatically kills it when the GameObject is destroyed, preventing writes to a dead transform.

2. Kill in OnDestroy as a fallback

In OnDestroy() call transform.DOKill() or kill the stored tween reference to guarantee cleanup even if you forgot to link it.

3. Avoid capturing the object after it dies

Do not reference the transform inside OnComplete if the object may be gone; check for null or rely on the link to cancel the callback entirely.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.