Quick answer: Update the Image fillAmount or Slider value whenever the underlying stat changes, ideally via an event so the HUD refreshes only when needed.
A health bar that never moves usually means the gameplay value changes but nothing ever writes the new value into the UI element. Hooking the stat change to the bar's fillAmount keeps the HUD in sync.
How to fix it
1. Drive the fill from the value
Each time the stat changes, set image.fillAmount = current / max (or slider.value) so the visual reflects the data; doing it only in Start freezes the bar.
2. Use an event, not polling
Fire a C# event or UnityEvent when the value changes and have the HUD subscribe, so the bar updates exactly when needed instead of being missed or polled wastefully.
3. Confirm the Image is Filled
Verify the bar Image's Image Type is Filled with the right Fill Method and Origin; a Simple image ignores fillAmount and will never animate.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.