Quick answer: Rebind and reset the Animator when an object is taken from the pool, clear any in-flight event expectations, and guard event handlers against missing references.

Object pooling reuses characters, but an animation that was mid-play when the object was recycled can fire an event into half-initialized state. Here is how to make it safe.

How to fix it

1. Reset the Animator on spawn

When taking the object from the pool, call animator.Rebind() and set the entry state so the playhead and parameters start clean instead of resuming near an old event.

2. Guard the handler

In the animation event method, null-check the components and target references it uses and return early if the object is not fully active. Reused objects can briefly lack their data.

3. Cancel in-flight effects on despawn

Before returning to the pool, stop coroutines and pending callbacks tied to the current animation so a half-finished action does not complete after reuse.

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 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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.