Quick answer: Track the remaining yaw to the target, scale the turn blend by that delta, and stop applying root-motion yaw once the character is within a small threshold of the target heading.

Turn-in-place rotates a standing character to face a new direction. If it spins past the target, the turn keeps applying yaw after the angle is closed. Here is how to clamp it.

How to fix it

1. Compute remaining yaw delta

Each frame compute the signed angle between the character's forward and the desired heading. This delta drives both which turn clip to play and when to stop.

2. Scale the turn by the delta

Reduce the turn state's blend weight or speed as the delta approaches zero so root yaw tapers off instead of completing a full canned rotation.

3. Snap within a deadzone

When the remaining delta is under a small threshold (for example 2 degrees), stop the turn and zero the applied yaw so tiny residual rotation cannot accumulate into overshoot.

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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.