Quick answer: Start the coroutine on an always-active host MonoBehaviour (such as a manager), or activate the GameObject before starting, so the coroutine actually gets ticked.

You call StartCoroutine(Routine()) on a prefab you just instantiated but left inactive, and nothing happens. Unity only ticks coroutines on enabled MonoBehaviours of active objects. Here is how to make it run reliably.

How to fix it

1. Run it on an active host

Move the coroutine to a manager component that is always active, for example activeManager.StartCoroutine(Routine()), so the routine is ticked regardless of the target object's state.

2. Activate before starting

If the logic belongs on that object, call gameObject.SetActive(true) first, then StartCoroutine, so the MonoBehaviour can drive the routine.

3. Prefer a Task or Update timer

For logic that must run while the object is inactive, use an async Task or a centralized update loop instead of a coroutine bound to that object.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.