Quick answer: Move the event to a non-looping clip, or guard the handler with a boolean flag that is reset in OnStateEnter so it runs only on the first pass.

Animation events fire every time the playhead crosses their keyframe, including each loop of a looping clip. If a footstep or spawn fires repeatedly, you need to either stop looping or guard the call. Here is how.

How to stop the repeat

1. Put one-shot events on non-looping clips

If the event should happen once, place it in a clip whose Loop Time is disabled. The playhead crosses the keyframe a single time, so the event fires once.

2. Guard with a per-entry flag

Keep a bool _fired in the handler's component and return early if it is set. Reset it in an OnStateEnter StateMachineBehaviour so each fresh entry to the state can fire again.

3. Avoid duplicate events after crossfade

After a CrossFade, a clip can briefly play twice during the blend. Check animator.GetCurrentAnimatorStateInfo normalized time in the handler if you must dedupe precisely.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.