Quick answer: Use yield return on the inner coroutine (or its IEnumerator) so the parent suspends until the child completes, instead of firing it as a parallel routine.
Your sequence runs steps in the wrong order: the cleanup after a sub-step executes before the sub-step is done. The cause is starting the inner coroutine without yielding it, which runs it in parallel. Here is how to enforce ordering.
How to fix it
1. Yield the inner coroutine
Write yield return StartCoroutine(SubStep()); (or yield return SubStep();) so the parent pauses until the child's IEnumerator finishes before continuing.
2. Do not start without yielding
A bare StartCoroutine(SubStep()); launches it concurrently and returns immediately, which is why later lines run too early. Reserve that form for genuinely parallel work.
3. Chain explicit steps for clarity
For long sequences, split into named sub-coroutines and yield each in order. This keeps the ordering obvious and easy to reorder later.
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.