Quick answer: Import the clip with Animation Type set to additive and a defined reference pose frame, so only the offset from that pose is layered onto the base animation.

Additive layers are supposed to add a small delta, like a breathing sway, on top of a base pose. If the character balloons or twists, the layer is adding absolute pose values because no reference pose was subtracted. Here is the fix.

How to fix it

1. Set the clip to additive on import

In the model's Animation import tab, expand the clip and tick the additive reference option, choosing a frame (usually a neutral pose) as the reference. Unity then stores deltas relative to that frame.

2. Use a neutral reference frame

Pick a reference pose that matches the base animation's rest, typically the first frame of an idle. A mismatched reference frame is what produces the constant offset you see.

3. Confirm the layer is additive

In the Animator layer settings, set Blending to Additive. An additive clip on an Override layer still replaces bones, which looks just like the distortion you are debugging.

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.