Quick answer: Remove the duplicate trailing keyframe so the last authored frame is the one before the loop point, letting the wrap land cleanly on frame one.

A walk cycle that hitches once per loop usually has the opening frame keyed twice, once at the start and again at the end. When the clip wraps, those two identical frames show back to back and the loop appears to stutter. Dropping the trailing duplicate makes it seamless.

How to fix it

1. Remove the duplicated end frame

If frame one is keyed at both time zero and the final sample, delete the trailing copy so the clip's last frame is the true last unique frame and the loop wraps to frame one without repeating it.

2. Set Samples to the unique frame count

Make the clip's Samples and length match the number of distinct frames, so there is no extra sample at the end holding a repeat of the start.

3. Verify Loop Time is on, not Loop Pose

Enable Loop Time for a continuous cycle; Loop Pose adjusts offsets and is for humanoid rigs, not sprite-swap clips, and can mask the real duplicate-frame issue.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.