Quick answer: Ensure an EventSystem exists in the loaded scene (or persists across loads), and confirm the Canvas has a GraphicRaycaster.
UI not clickable after a scene load is usually a missing EventSystem. Here is how to fix it.
How to fix it
1. Ensure an EventSystem exists
UI clicks require an EventSystem. If the loaded scene has none — or relied on one from the previous scene that was destroyed — UI input is not dispatched. Add an EventSystem to the scene, or keep one persistent across loads.
2. Keep one persistent EventSystem
Put a single EventSystem on a persistent object (DontDestroyOnLoad) so every loaded scene has one, rather than each scene needing its own. Ensure you do not end up with duplicates, which cause other issues.
3. Confirm the GraphicRaycaster
The Canvas needs a GraphicRaycaster for its UI to receive clicks. If the loaded scene's Canvas lacks one, its UI is unclickable even with an EventSystem present. Add the raycaster to the Canvas.
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.