Quick answer: Lower the rotation/position/scale error tolerances for the clip, or set Anim. Compression to Off for clips with critical fine detail like hands and faces.
Compression keeps animation files small but can erase tiny movements such as finger curls or eye darts. Here is how to preserve the detail that matters.
How to fix it
1. Lower the error tolerances
In the clip's import settings, reduce the Rotation Error, Position Error, and Scale Error values so the compressor keeps low-amplitude curves instead of flattening them.
2. Disable compression for detail clips
For face and hand animations, set Anim. Compression to Off on that clip. The size cost is small and the subtle motion is preserved exactly.
3. Check the import keyframe reduction
Keyframe Reduction drops keys within tolerance. If detail still vanishes, it is being reduced upstream; verify the source DCC export kept the dense keys for those bones.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.