Quick answer: Define clip frame ranges in the importer's animation split table (or export each action as its own take/file) so idle, walk, and run become separate clips.
When idle, walk, and run all live in one FBX timeline, the engine imports a single clip covering frames 0 to the end. To get usable states you must tell the importer where each animation starts and stops, or export them as distinct takes.
How to fix it
1. Split clips by frame range
In Unity's Animation import tab, add entries to the Clips list with a name and start/end frames for each motion. Unreal and Godot offer similar split tables. Name them idle, walk, etc.
2. Or export separate takes
In Blender, push each action to the NLA as its own strip, or export one action per file. Each take then imports as its own named clip without manual range entry.
3. Set looping per clip
Enable Loop Time on cyclic clips (idle, walk) and leave one-shots non-looping. Splitting without setting loop flags leaves walks that stop dead at the last frame.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.