Quick answer: Route all gameplay input through one gate that is disabled while a cutscene is active, rather than sprinkling checks across individual handlers.
Being able to act during a cutscene means an input path was not gated. Funneling input through one cutscene-aware switch fixes the leak. Here is how.
How to fix it
1. Gate input centrally
Disable the gameplay input map or action set as a whole when a cutscene starts and re-enable it when it ends, instead of guarding each handler separately.
2. Switch input contexts
Use an input context/action-map swap (for example Unity's Input System action maps) so during a cutscene only skip/pause actions are bound and gameplay actions cannot fire.
3. Flush buffered input on resume
When the cutscene ends, clear any input buffered during it so a button held through the cutscene does not immediately trigger an action the instant control returns.
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.