Quick answer: Move UI mutations out of layout callbacks — defer them to the next frame with a coroutine or Canvas.willRenderCanvases, and never call ForceRebuildLayoutImmediate from inside a rebuild.
Unity's UI system rebuilds layout once per frame, and mutating the layout from inside that rebuild re-enters the loop — hence this error. Here is how to restructure the code that triggers it.
How to fix it
1. Find the re-entrant call
The stack trace points at the callback — commonly OnRectTransformDimensionsChange, OnEnable of a layout element, or a ContentSizeFitter reacting to your resize.
2. Defer the mutation one frame
Instead of changing the hierarchy inside the callback, set a flag and apply the change in LateUpdate or a coroutine that waits for WaitForEndOfFrame.
3. Avoid nested ContentSizeFitters and LayoutGroups
A fitter inside a layout group inside another fitter creates feedback loops; replace inner fitters with explicit LayoutElement sizes.
4. Use ForceRebuildLayoutImmediate sparingly
Call it only from normal game code (never from layout callbacks), and batch your changes so you rebuild once, not per element.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.