Quick answer: Export shape keys/morph targets explicitly, keep the topology identical between base and targets, and import as a SkinnedMeshRenderer so the blendshapes appear.

Facial expressions or morph sliders that work in your DCC tool but show no blendshape entries in Unity usually were not exported, or the targets no longer match the base mesh. Blendshapes require identical vertex order and count between the base and each shape.

How to fix it

1. Export shape keys explicitly

In Blender's FBX exporter enable Shape Keys under Geometry. In Maya, bake blendShape targets into the export. Without this flag the morph data is simply omitted from the file.

2. Keep topology identical

Do not add, delete, or reorder vertices after creating the shapes. Any change to vertex count or order between base and target breaks the per-vertex correspondence blendshapes rely on.

3. Check the SkinnedMeshRenderer

After import, select the mesh and confirm the BlendShapes list is populated on the SkinnedMeshRenderer. If the renderer is a plain MeshRenderer, the model imported without skin/morph data.

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.