Quick answer: Set the tween's update mode to scaled time for gameplay tweens that should pause, or to unscaled time for UI that must animate during a pause menu.
You pause the game with Time.timeScale set to zero, but a tweening object keeps moving, or your pause menu's slide-in freezes solid. Tweens have their own scaled-versus-unscaled update mode that you choose per tween. Pick the right one.
How to fix it
1. Use scaled time for gameplay tweens
Leave the tween on scaled update (DOTween default) so it halts when Time.timeScale is zero. Gameplay motion then pauses with everything else.
2. Use unscaled time for pause-menu UI
For menus that must animate while paused, set SetUpdate(true) in DOTween (UpdateType with isIndependentUpdate) or the equivalent unscaled flag in your tween library.
3. Be consistent per system
Decide per system whether tweens should respect pause and apply the matching update mode everywhere, so HUD and gameplay do not disagree about whether time is frozen.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.