Quick answer: Disable Has Exit Time on transitions that should fire immediately when a parameter changes, or lower the Exit Time so the condition is checked sooner.

If your Animator only switches state when the current clip finishes even though the parameter flipped earlier, Has Exit Time is the culprit. It makes the transition wait for the clip's normalized time instead of reacting to your bool. Here is how to fix it.

How to fix it

1. Turn off Has Exit Time

Select the transition in the Animator window and uncheck Has Exit Time in the Inspector. The transition will now fire as soon as its conditions are true instead of waiting for the clip to reach a normalized time.

2. Keep exit time only for clip-end gates

Has Exit Time is meant for transitions that must wait for an animation to finish, like an attack returning to idle. Use it only there, and pair it with a condition list that is empty or always-true.

3. Verify the condition fires

After disabling exit time, confirm the parameter is actually set with animator.SetBool or SetTrigger before the transition is expected. Triggers consumed by an earlier transition will not be available later.

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.