Quick answer: Unwrap the model in your DCC tool to create a UV0 channel, export it with the FBX, and confirm the material samples the right UV set.
If a textured material looks smeared across the whole model, or every face shows one flat color, the mesh has no usable UV coordinates. Without UVs the shader cannot map the texture onto the surface, so it stretches a single point across everything.
How to fix it
1. Unwrap the mesh
In Blender, select the model, enter Edit mode, mark seams, and use U > Unwrap to generate a clean UV0 layout. Lay islands out within the 0-1 space so the texture maps correctly.
2. Export the UV channel
Make sure the FBX export includes UVs (Blender exports the active UV map by default). After import, check the mesh in the Inspector to confirm UV0 exists.
3. Verify the material uses UV0
Ensure the material's base map samples the first UV channel. A shader reading a missing second UV set will look just as broken as having no UVs at all.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.