Quick answer: Convert materials to the active render pipeline's shaders via Render Pipeline Converter, or set the importer to create materials with the correct shader.
An imported model that shows up bright magenta in a URP or HDRP project has materials using shaders the pipeline does not support. Unity renders unsupported shaders as pink, so Built-in Standard materials from an FBX import break until they are converted.
How to fix it
1. Run the Render Pipeline Converter
In a URP or HDRP project use Window > Rendering > Render Pipeline Converter to upgrade Built-in materials to the active pipeline's Lit shaders, clearing the pink.
2. Set the right shader on import
Configure or override the importer so generated materials use the URP/HDRP Lit shader from the start rather than the Built-in Standard shader.
3. Verify the active pipeline asset
Confirm a render pipeline asset is assigned in Graphics settings. A missing or wrong pipeline asset can leave even correct shaders rendering as the pink error material.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.