Quick answer: Drive shader animation from a custom property fed with Time.unscaledTime instead of relying on the built-in _Time when you need it to run during a pause.
Setting timeScale to zero to pause the game also freezes Unity's _Time, so any shader animating from it stops. Background effects and pause-menu visuals that should keep moving need an unscaled clock. Here is how to fix it.
How to fix it
1. Expose a custom time property
Add a float _UnscaledTime property to the shader and animate UVs or effects from it instead of _Time.y.
2. Feed it unscaled time
In an update script call material.SetFloat("_UnscaledTime", Time.unscaledTime) (or via a MaterialPropertyBlock) every frame so the value advances even while paused.
3. Use a global shader value for many materials
Set it once with Shader.SetGlobalFloat("_UnscaledTime", Time.unscaledTime) so every shader reading the global property animates without per-material updates.
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.