Quick answer: Find the element intercepting the raycast (an invisible image above the button), confirm the Canvas has a GraphicRaycaster and the scene has an EventSystem, and check CanvasGroup settings.
A button that does nothing on click is almost always blocked by another raycast target or missing the input plumbing. Here is how to find what is eating the click.
How to fix it
1. Find the raycast blocker
A full-screen image, panel, or even an empty Graphic with Raycast Target enabled sitting above the button absorbs the click. Disable Raycast Target on non-interactive graphics that overlap the button.
2. Confirm the raycaster and EventSystem
UI clicks need a GraphicRaycaster on the Canvas and an EventSystem in the scene. If either is missing, no UI receives input. Add them.
3. Check CanvasGroup settings
A CanvasGroup on a parent with Interactable off, or Blocks Raycasts off, disables clicks for everything under it. Set both correctly so the button receives input.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.