Quick answer: Run pause-menu animations and timers on unscaled time (Time.unscaledDeltaTime, WaitForSecondsRealtime, or Animator unscaled update mode) so they keep moving while gameplay is frozen.

Using timeScale 0 to pause is fine for gameplay, but it also freezes the very menu meant to show during the pause. UI motion must run on a clock the pause does not stop.

How to fix it

1. Set the Animator to unscaled time

On the pause menu's Animator, set Update Mode to Unscaled Time so its animations play while Time.timeScale is 0.

2. Use unscaled deltas in code

Drive menu tweens with Time.unscaledDeltaTime and replace WaitForSeconds with WaitForSecondsRealtime so coroutines advance during the pause.

3. Keep gameplay on scaled time

Leave gameplay scripts on Time.deltaTime so they truly stop, and isolate only the UI on unscaled time to get a responsive paused screen.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.