Quick answer: Make the content taller than the viewport with a Content Size Fitter and layout group, wire the ScrollRect's content and viewport references, and confirm a mask clips the content.
A ScrollRect that will not move usually has content that is not actually bigger than its viewport, or a missing size fitter. Here is how to set it up so it scrolls.
How to fix it
1. Make the content larger than the viewport
Scrolling only happens when content exceeds the viewport. Add a Content Size Fitter set to preferred size and a layout group so the content grows with its children beyond the viewport bounds.
2. Wire the references
The ScrollRect needs its Content and Viewport fields assigned. A missing or wrong content reference means it has nothing to move. Confirm both point at the right RectTransforms.
3. Confirm the mask and movement settings
The viewport needs a Mask or RectMask2D to clip content, and the ScrollRect's horizontal or vertical toggle must match the direction you want. Check these so scrolling is enabled and visible.
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.