Quick answer: Set Blocks Raycasts to block input behind the group, Interactable to enable or disable its controls, and check child CanvasGroups that override the parent.
A CanvasGroup not controlling clicks is its property settings. Here is how to fix it.
How to fix it
1. Set Blocks Raycasts
Blocks Raycasts on the CanvasGroup controls whether the group absorbs clicks (blocking UI behind it). For a modal panel, enable it so clicks do not reach the UI underneath.
2. Set Interactable
Interactable enables or disables interaction with the group's controls. Turn it off to grey out and disable a panel's buttons, or on to allow interaction. Confusing it with Blocks Raycasts is a common mistake.
3. Check child CanvasGroups
A child CanvasGroup with Ignore Parent Groups enabled overrides the parent's settings. If a control behaves unexpectedly, check for a child group overriding the interactable or raycast settings you set on the parent.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.