Quick answer: Avoid Rebind for routine resets, move side effects out of OnStateEnter to guarded code, or set state explicitly with Play after a deliberate rebind.
Each time you call Rebind to reset a character, its entry sound or VFX plays again because OnStateEnter runs on the default state. Removing Rebind from the hot path or guarding the entry logic stops the repeat.
How to fix it
1. Avoid Rebind on the hot path
Use targeted Animator.Play(stateHash, layer, 0f) to jump to a state instead of Rebind(), which fully resets and re-enters the default state firing its behaviours.
2. Make OnStateEnter idempotent
Guard side effects in OnStateEnter with a flag or context check so a rebind-triggered re-entry does not replay one-shot effects like audio or spawns.
3. Set state explicitly after rebind
If you must rebind, immediately Play the intended state so you control which entry runs, rather than letting the default state's behaviours fire unexpectedly.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.