# 7. Boss Battle Pitfalls
Part of [[Boss Battles with Phases]]. Prev: [[6. Worked Example Three-Phase Boss]].
## Phase entered twice
`TryAdvancePhase` that walks the list and calls `EnterPhase` every damage tick will restart the child machine (and the sting) on every hit below the threshold. Compare against `_phase` and only enter when it *changes*. Do not enter Death and Phase 3 in the same frame.
## Intro and gameplay both alive
If the Director **Hold**s the last Cinemachine shot and you never `Stop()`, the Brain never returns the gameplay camera. If `playOnAwake` is on, the intro can start before the brain is ready and the `stopped` callback may fire before you subscribe. Turn it off; play from code.
## Signals you skip past
Without **Retroactive** emitters (or an explicit `IntroFinished` call in `Skip`), a skip can leave the gate open and the boss invulnerable. The skip path must produce the same end state as a natural finish ([[4. Timeline Intros and Phase Transitions]]).
## Swapping `playableAsset` on one Director
Bindings are on the Director, for a specific asset's tracks. Two assets on one Director is a common way to lose the boss Animation binding. Use two Directors, or test the swap on an empty scene before you teach it.
## Mid-telegraph hazard disable
A phase change that `SetActive(false)`s a trap mid-tell can leave a hitbox on, or can hide the tell and still fire. Traps must turn their hitbox off in `OnDisable` / `ForceSafe`. See [[Hazards, Traps and Key-Door Puzzles]].
## Telegraph after the hit
If `Hitbox.Activate` runs in `Enter` of the attack state, you have no tell. The active window starts when the tell *ends*.
## NavMesh and knockback
A heavy player finisher that shoves the boss off the mesh will leave `NavMeshAgent` fighting the transform. Either keep knockback small on bosses, use a larger baked area, or `Warp` back after the shove ([[NavMesh in Unity 6 (AI Navigation 2.x)]], [[4. Hit-Stop Knockback and Feedback]]).
## Invulnerability leaks
Intro invulnerability that never clears (callback missed) is a soft-lock. So is a coup-de-grace wait with no cue and no legal finishing attack assigned. Always have a timeout or a debug key in a teaching scene that forces `IsInvulnerable = false` and `_coupReady = true`.
## "Greatest boss battle"
If the intro is forty seconds, the arena is unbaked, and Phase 3 is unfinished the day before class, you have illustrated Level 11's **why not** section. Cut the sting, keep the tells, ship three simple phases.
## Sources
- `PlayableDirector` (6000.5): https://docs.unity3d.com/6000.5/Documentation/ScriptReference/Playables.PlayableDirector.html
- [[Timeline Basics]]
- [[Enemy AI State Machine]]