Quick answer: Use glTF for open, PBR-correct, self-contained delivery and FBX where the engine's importer and DCC exporter are best supported, testing a round trip before committing.

Choosing the wrong interchange format quietly costs you rigs, scale, or materials. FBX is proprietary but deeply supported in Unity and Unreal; glTF is open, PBR-accurate, and self-contained but has weaker DCC tooling. The right choice depends on which path your engine imports cleanly.

How to fix it

1. Match the format to engine support

Unity and Unreal have mature FBX importers for rigs and animation; Godot and web favor glTF. Pick the format your target engine imports most reliably rather than a personal preference.

2. Round-trip test before committing

Export a test character with skin, animation, and materials, import it, and verify nothing is lost. Catching a format weakness on one asset is far cheaper than on a whole library.

3. Standardize on one format per asset type

Use glTF for self-contained PBR props and FBX for complex rigs if that is what imports best, but keep the choice consistent so your pipeline stays predictable.

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 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.