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🎞️ Zion Animation Setup & Diagnostics

Troubleshooting · Version 1.1.0 · Unity 6 Editor Tool

Troubleshooting

Start with the message shown above Zion's bottom navigation buttons. When Continue is disabled, that message identifies the missing character check, required role, approval or test.

The character twists on several unrelated clips

This usually indicates a target-Avatar problem rather than several broken animation packs.

  1. Return to Step 1.
  2. Click Locate Character FBX.
  3. Open the model's Rig tab in the Inspector.
  4. Confirm Animation Type is Humanoid.
  5. Click Configure and correct any red or incorrect bone assignments.
  6. Choose Pose > Enforce T-Pose.
  7. Click Apply, Done, then Retest Character in Zion.

Fix the shared character Avatar before replacing individual animations.

Only one clip twists or fails

Treat this as a clip or source-rig issue. Return to the affected role, open the alternatives list and test another ranked clip from the same or a different source folder.

The character is floating or partly below the floor

Check:

  • The character Avatar and model-child offset.
  • The clip's Root Transform Position (Y) import setting.
  • Whether the animation intentionally crouches, rolls, lands or contacts the floor.

Grounding results are conservative measurements. Always review the complete animation before changing importer settings.

The animation plays but does not move forward

Confirm the selected movement owner:

  • Controller-driven characters normally use in-place clips with Apply Root Motion off.
  • Root-motion characters require moving animation data with Apply Root Motion on.

ZionTPS is controller-driven by default.

The character moves twice or accelerates unexpectedly

The controller and animation may both be applying translation. Compare the clip in the final Clip Browser with Root Motion on and off, then leave only the intended movement owner enabled.

Zion found a Generic clip

Continue to the non-destructive library build. Zion attempts Humanoid conversion only on the copied FBX. A technically successful import still requires visual approval on the target character.

A role has no suitable suggestion

  1. Confirm the expected animation exists in one of the source folders.
  2. Click Search All N Clips on the role card.
  3. Search by clip name, source pack or asset path.
  4. Choose the exact clip manually and preview it on the target character.
  5. If the clip is absent, add the narrowest folder that contains it and run the scan again.

A manual choice is not a Zion recommendation. It still goes through compatibility testing, and you must confirm that it genuinely fits the role. Recommended and Optional roles may be left missing. Required roles must be approved or deliberately acknowledged before continuing.

A clip is counted but does not appear in Search All Clips

The scan summary counts Legacy clips separately, but Legacy clips are not selectable. Check the source asset's import settings and use a suitable Generic or Humanoid clip instead.

If the clip is non-Legacy, clear the browser search and confirm that all search terms occur in its clip name, source-pack label or asset path.

Source-pack labels look different after upgrading

When one selected parent folder contains several child packs, version 1.1 uses the first child folder as each candidate's source-pack label. This changes only the label used for searching and comparison; it does not move or modify any assets.

An original pack is still reported as a dependency

Do not remove it yet. Verify the final Clip Browser, converted Generic clips, generated report and dependency audit. Save and restart Unity, then test again before manually removing any purchased source folder.

Further help