Quick answer: Turn off Raycast Target on decorative and full-screen graphics, or use a CanvasGroup with Blocks Raycasts disabled, so input passes through to the interactive elements.
Buttons that suddenly stop clicking are often blocked by an invisible image stretched over them with raycasting still on. Disabling Raycast Target on those non-interactive graphics lets clicks reach the buttons.
How to fix it
1. Disable Raycast Target on decor
On every Image and Text that does not need to receive clicks, uncheck Raycast Target so it stops absorbing pointer events meant for the controls beneath it.
2. Use CanvasGroup for panels
For a whole overlay you want to ignore input, add a CanvasGroup and set Blocks Raycasts = false, which lets clicks pass through the entire panel at once.
3. Debug with the raycast viewer
Use the EventSystem's pointer data or a debug overlay to see which graphic is the top hit under the cursor, confirming exactly which element is stealing the click.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.