Checks when an animation exported or played from your workflow does not play in Studio or experience.
Quick answer
Verify the animation asset is published and loaded, the Animator/AnimationController exists on the rig, the AnimationId is correct, and priority/weight settings are not overridden by another track.
Symptoms
Animation track does not start
Character stays in default pose
Animation works in editor preview but not in game
Step-by-step checks
1. Confirm AnimationId and ownership
General troubleshooting advice
Open the animation asset in Creator Dashboard / Asset Manager. Ensure the AnimationId used in scripts matches a published animation your experience can load.
Expected: AnimationId resolves to a valid owned or permitted asset.
2. Check Animator on the character
Official / documented
Humanoid characters need an Animator under Humanoid. Custom rigs need AnimationController/Animator wired correctly.
Expected: LoadAnimation succeeds without nil Animator errors.
3. Play with explicit priority and weight
General troubleshooting advice
If another track overrides yours, raise AnimationPriority or adjust weight. Core locomotion can hide lower-priority tracks.
Expected: Your track becomes visible in playback.
4. Compare editor preview vs runtime
General troubleshooting advice
If preview works but runtime fails, the export/publish step or runtime loader is the gap — not the keyframes themselves.
Expected: You know whether the problem is authoring or runtime loading.
Limitations
Does not diagnose every custom rig pipeline.
Plugin-specific export failures need version-specific notes before claiming a bug.
Last verified: Not yet version-verified — treat as general guidance.