Quick answer: Drag one clip so it overlaps the next to create a blend region, or set explicit ease-in/ease-out durations on each clip in the clip inspector.

If your Timeline animation snaps between clips instead of cross-fading, there is no overlap for the mixer to blend across. Creating an overlap fixes it. Here is how.

How to fix it

1. Overlap the clips

In the Timeline window, drag the second clip left so its start crosses the first clip's end. The overlapping region becomes a blend zone where the animation mixer interpolates clip weights.

2. Set ease durations

Select a clip and set Ease In Duration and Ease Out Duration in the inspector for clips that do not overlap a neighbor, so the clip fades its weight in and out rather than appearing at full weight.

3. Match avatar masks and root motion

Pops also happen when the two clips drive different bones or one carries root motion and the other does not; align the avatar masks and root-motion settings so the blended pose is continuous.

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.