Quick answer: Define a clear paused state that all systems check, pause audio and time-based systems explicitly, and be deliberate about what intentionally uses unscaled time (like the menu itself).

A pause that misses some systems is an inconsistent pause state. Making every system respect it fixes it. Here is how.

How to fix it

1. Use a single paused state

Have one authoritative paused flag (and time scale) that every system checks. Systems that decide independently whether to run will not all stop together, leaving some active during pause.

2. Pause audio and timers explicitly

Setting time scale to zero does not pause everything — audio, real-time timers, and coroutines on unscaled time keep going. Pause audio and gate those systems on the paused state directly.

3. Be deliberate about unscaled time

The pause menu's own animations should use unscaled time so they work while paused. Keep that intentional and limited, so only the UI runs and gameplay genuinely stops.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.