Quick answer: Re-check the can-act gate immediately before the unit executes its command, after all start-of-turn status applications have resolved, so newly inflicted paralysis blocks the action.
If an enemy paralyzes your hero and the hero still swings that same turn, your action gate ran too early. Here is how to re-check status right before the action fires.
How to fix it
1. Split apply and act phases
Resolve all start-of-turn status applications first, then run a final CanAct(unit) check immediately before executing the queued command.
2. Roll paralysis at act time
If paralysis has a skip chance, roll it at the moment of acting, not at turn start, so a freshly applied status can still cause a skip.
3. Show feedback
When the act gate fails, display the paralysis pop-up and consume the turn so the player understands why nothing happened.
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.