Quick answer: Enable Can Transition To Self = false on the Any State transition, or gate it with a parameter that you clear once the state is entered.

An Any State transition is global: it can fire from every state, including the one it targets. If the condition stays true, Mecanim restarts the destination every frame and the clip never advances past its first frame. Here is the fix.

How to stop it

1. Uncheck Can Transition To Self

On the Any State transition, disable Can Transition To Self in the Inspector. This stops the transition from re-entering the state it is already playing, which is what causes the per-frame reset.

2. Use a trigger, not a bool

Drive the transition with a SetTrigger parameter instead of a bool. Triggers auto-reset after one transition, so the condition cannot remain true across frames.

3. Guard with a state flag

If you must use a bool, clear it in an OnStateEnter StateMachineBehaviour on the destination state so the condition is no longer true after the first entry.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.