Quick answer: Set Animation Type to Humanoid in the Rig import tab, create or copy an Avatar, and fix any red bones in Configure so retargeting works.
Trying to play a shared humanoid animation on a character that just T-poses usually means the rig imported as Generic. Humanoid retargeting needs an Avatar that maps the model's bones to Unity's standard humanoid skeleton, which Generic rigs never build.
How to fix it
1. Switch the rig to Humanoid
In the model's Rig tab, set Animation Type to Humanoid and apply. Unity attempts to auto-map the bones and creates an Avatar for retargeting.
2. Fix the avatar mapping
Open Configure and resolve any bones shown in red or missing required joints. A complete, valid mapping is what lets shared animations retarget correctly.
3. Reuse a copied avatar for matching rigs
For characters built on the same skeleton, set Avatar Definition to Copy From Other Avatar so they share one mapping and animate identically.
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.