Quick answer: Raise Skin Weights to 4 Bones (or Unlimited) in the import settings, and clean weights in the DCC tool so each vertex has only well-distributed influences.

A character whose shoulders collapse or whose mesh tears near joints often lost weight data on import. Unity limits how many bones can influence each vertex, and when the rig exceeds that limit the importer drops the lowest-weight influences, leaving gaps.

How to fix it

1. Increase the skin weight limit

In the model's Rig import settings, set Skin Weights to 4 Bones or Unlimited. This keeps the influences your DCC tool authored instead of clamping to one or two per vertex.

2. Normalize and limit weights at the source

In Blender use Weight Paint > Limit Total to cap influences to four and Normalize All so each vertex's weights sum to one. Clean weights import predictably.

3. Match the project quality setting

Quality Settings also caps blend weights globally. Set it to Four Bones so the per-model setting is not silently overridden at runtime.

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.