Quick answer: Snap the heading to a logical target after the turn instead of trusting accumulated root rotation, or zero out baked rotation and drive yaw from code.
After a few turn-in-place cycles your character is facing five degrees off where it should be. The root motion is integrating rotation deltas with float error and there is no correction, so the drift compounds every turn. Lock the heading explicitly to stop it.
How to fix it
1. Bake a known end rotation
In the clip's Import Settings under Animation, set Root Transform Rotation to Bake Into Pose with a fixed Offset, so the clip does not feed cumulative yaw back into the transform every loop.
2. Snap heading on transition exit
When the turn state exits, set transform.rotation to the intended logical heading (e.g. the input direction) instead of leaving the value root motion accumulated.
3. Use OnAnimatorMove for explicit control
Implement OnAnimatorMove() and apply animator.deltaRotation yourself only along the axis you want, discarding the noisy components that cause sideways drift.
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.