Quick answer: Shorten the transition duration, set Exit Time near 1.0 so the attack mostly finishes first, and use fixed-duration only when it suits the clip length.
When a sword swing seems to stop halfway, the transition back to idle is starting and blending over the tail of the attack. The fix is to delay and shorten the blend. Here is how.
How to fix it
1. Raise the Exit Time
Set the transition's Exit Time close to 1.0 so the attack plays almost fully before the blend to idle begins. A low exit time starts the blend during the swing.
2. Shorten the transition duration
Drop the Transition Duration so the crossfade is brief. A long duration overlaps the next state on top of the attack's final frames and hides the impact.
3. Use fixed vs normalized wisely
Toggle Fixed Duration based on whether you want a constant-seconds blend or one relative to the clip. Normalized blends scale with clip length, which can surprise you on short clips.
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.