Quick answer: Uncheck Has Exit Time for interrupt-driven transitions and verify each condition references the correct parameter and threshold so the transition can actually fire.
You set IsMoving to true but the character stays in Idle. The transition exists, yet it never triggers. Almost always it is a Has Exit Time flag waiting on a clip that loops forever, or a condition pointed at a stale parameter.
How to fix it
1. Disable Has Exit Time for input-driven moves
Open the transition and uncheck Has Exit Time so it can fire the moment its condition is met instead of waiting for the clip to reach a normalized time it may never hit.
2. Verify the condition parameter and value
Confirm the condition references the parameter you are actually setting and uses the right comparison. A condition on a renamed or duplicate parameter will silently never pass.
3. Check transition duration and interruption
A very long transition duration or an Interruption Source of None can make the change look stuck; set a short duration and allow interruption where appropriate.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.