Quick answer: Drive the debug UI, console, and input on unscaled time so pause/slow/step affect only gameplay, and implement single-step by advancing exactly one fixed tick.
You add pause and slow-motion for debugging, but pausing also freezes your debug overlay and you cannot click anything. The cause is the debug tooling running on the same scaled clock as the game it is meant to inspect.
How to fix it
1. Run debug UI on unscaled time
Use unscaled delta time for the console, overlay, and any debug animations or coroutines, so they keep updating when game time scale is zero.
2. Pause gameplay, not tooling
Apply the time scale only to gameplay systems. The debug input handler must keep polling so you can unpause or step even while the game is frozen.
3. Implement true single-step
For step mode, advance exactly one fixed simulation tick on a key press and then re-pause, so you can inspect state frame by frame rather than free-running.
4. Separate logical and render pause
Decide whether rendering continues while paused (usually yes, so you can move a debug camera) even though the simulation is stopped, and keep those clocks distinct.
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.