Quick answer: Enable IK Pass on the layer, raycast down from each foot, and set the IK goal position, rotation and weight in OnAnimatorIK.

On a slope your character's downhill foot hangs in the air because the animation assumes flat ground and no IK is correcting it. Enabling the IK pass and grounding each foot with a raycast in OnAnimatorIK plants them.

How to fix it

1. Enable the IK Pass

In the Animator Controller layer settings, tick IK Pass; without it OnAnimatorIK never runs and your goal weights are ignored.

2. Raycast and set the goal

In OnAnimatorIK, raycast downward from each foot bone, then call SetIKPosition/SetIKRotation with the hit point and SetIKPositionWeight(1) so the foot snaps to the ground.

3. Offset by the foot height

Add the foot's vertical offset to the hit point so the sole rests on the surface rather than sinking the ankle into it, and lerp the weight to avoid snapping when the raycast misses.

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.