Quick answer: Read and write bone transforms from OnAnimatorMove or LateUpdate after the Animator's evaluation, and set the Animator update mode consistently.

Capturing a pose to blend toward another requires reading bones after the Animator solves them. Sampling too early gives last frame's pose and the blend jitters. Here is the fix.

How to fix it

1. Read bones in LateUpdate

The Animator writes its pose during its internal update, which runs before LateUpdate. Sample bone transforms there or in OnAnimatorMove to get the current frame.

2. Write your blend after the pose

Apply your blended bone overrides after the Animator has run, in LateUpdate, so you are not overwritten by the Animator the same frame.

3. Keep update modes consistent

Mismatched Animator UpdateMode (Normal vs Animate Physics) and your script's loop can interleave wrong. Align them so capture and apply happen in a predictable order.

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.