Quick answer: Give each state its own distinct source clip in the base controller, then override each slot individually, leaving none of the intended swaps empty.
Override controllers let you reskin a base state machine with new clips. If overriding one state changes another, the base controller reuses a clip across states. Here is how to fix the mapping.
How to fix it
1. Use unique base clips per state
Ensure each state in the base controller references a distinct clip. An override maps by source clip, so a shared clip means one override hits multiple states.
2. Fill every intended override slot
In the Override Controller, any slot left empty falls back to the original clip. Assign the replacement clip for each row you want to change.
3. Apply at runtime correctly
If swapping at runtime, build the override map with AnimatorOverrideController.ApplyOverrides using the original-to-new pairs, then assign it to animator.runtimeAnimatorController.
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.