Quick answer: Enable Apply Root Motion on the Animator, ensure the clip has Root Transform Position baked, and remove any script that also moves the transform and fights the root motion.
Root-motion clips move the character by the animation itself, but only if the Animator is told to apply it. If your animated walk plays in place, Apply Root Motion is off. Here is the fix.
How to fix it
1. Enable Apply Root Motion
On the Animator component, tick Apply Root Motion. With it off, the root curve is ignored and the character animates without translating.
2. Bake root transform on import
In the clip's import settings, check the Root Transform Position (XZ) bake-into-pose and based-upon settings so the movement is actually present in the root curve.
3. Stop scripts from double-moving
If a movement script also sets transform.position, it competes with root motion and causes sliding or no movement. Drive movement from OnAnimatorMove instead.
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.