Quick answer: Set the Animator's Update Mode to Unscaled Time for animations that must run during pause, and resume gameplay animators cleanly by restoring timeScale.
Pausing the game freezes characters mid-blend, which is usually fine, but your pause-menu animations freeze too. The Animator follows Time.timeScale. Switching menu animators to unscaled time lets them keep playing while gameplay is paused.
How to fix it
1. Use unscaled time for UI animators
Set the Animator's Update Mode to Unscaled Time for pause menus and HUD so they continue animating while Time.timeScale is 0.
2. Keep gameplay animators scaled
Leave gameplay character Animators on Normal update so they correctly freeze with the game; mixing this intentionally is the fix, not a bug.
3. Resume cleanly
When unpausing, restore Time.timeScale to 1 in one place so blends that were paused mid-transition resume from where they stopped instead of snapping.
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.