Getting Started Troubleshooting

Diagnose a first UCC scene in ownership order: package, project settings, scene services, camera, character motor, animation, then items. Stop at the first failed layer instead of changing later systems.

1. Package and Console

Confirm that the UCC and Shared packages appear under Packages, Unity finished compiling, and the Console has no compiler errors. A missing type, namespace collision, or Assembly Definition reference can prevent managers and runtime components from loading correctly.

Return to Importing for Installer, package, sample, namespace, and Assembly Definition problems.

2. Project settings

Confirm the intended UCC layers, input backend, active render pipeline, and matching integration. Do not apply legacy button mappings to a project that is intended to use only the Input System or another integration.

The Setup Manager Project tab shows the combined project update and render-pipeline controls.

3. Scene services

Confirm that the scene contains the Game manager object produced by Setup Manager > Scene > Add Managers. Remove duplicate manager sets created by combining complete prefabs or additive scenes without a single ownership plan.

4. Camera

Confirm that Camera Controller is enabled, references the intended Character, and has an active View Type supplied by the installed perspective. Remove any competing camera movement script from the same camera.

5. Character motor and input

On the character root, confirm:

  • Ultimate Character Locomotion is enabled;
  • a compatible Movement Type is active;
  • the generated Rigidbody is kinematic and does not use Unity gravity;
  • the collider hierarchy exists;
  • a player character has the intended Player Input implementation and locomotion handler; and
  • an AI character is not expected to respond to player input.

6. Animation

Confirm that the visible model has a valid Avatar, Animator Controller, and Animator Monitor. Inspect Animator parameters while moving. A generic rig needs its project-specific controller; humanoid-only IK, retargeting, and automatic ragdoll steps do not apply to it.

7. Items

Trace the first item through:

  1. Inventory amount.
  2. Item Set Manager group and generated Item Set status.
  3. Matching slot ID and Character Item.
  4. Equip/Unequip and Use Item Abilities.
  5. Character Item Action and its active modules.

The runtime Inventory shows an active Character Item and owned ammunition counts.

The runtime Item Set Manager shows active, enabled, and invalid sets for diagnosis.

Symptom guide

Symptom Check Fix
UCC menus are missing. Package compilation and Installer completion. Resolve Console errors and reinstall the matching package.
Character does not move. Input backend, focused Game view, player/AI route, active Movement Type, and handlers. Configure one matching input route and rebuild/update the character through Character Manager.
Character jitters or moves twice. Competing motor, dynamic Rigidbody, Unity gravity, or root-motion ownership. Keep Ultimate Character Locomotion as the motor and remove the competing path.
Camera does not follow. Camera Controller Character, Init Character On Awake, Player tag, View Type, and extra camera scripts. Assign the character or rerun Camera Setup with the correct perspective.
Character falls through the scene. Generated collider, ground collider, layers, and collision matrix. Restore the UCC collider/layer setup and a supported ground collider.
Model stays in a T-pose. Avatar, Model Type, Animator Controller, and Animator Monitor. Correct the rig and update the character through Character Manager.
Jump or another Ability does not start. Ability enabled state, input/start type, priority, blockers, and required conditions. Inspect the Ability list and correct the first failed start condition.
Item is owned but not equipped. Item Set group/rule, slot ID, active/valid set status, and Equip/Unequip. Fix the first invalid Item Set or slot mismatch before editing animations.
Item equips but does not use. Use Item Ability Slot/Action ID and the Character Item Action modules. Match the ability to the equipped action and verify its start/completion events.
Materials are pink. Active pipeline, UCC integration, and material conversion. Import/configure the matching render-pipeline integration.

Compare with a known working scene

Open the untouched CharacterContainer or Demo scene and reproduce the same input or feature. Compare one ownership layer at a time—managers, camera, character, animation, then item—rather than copying the complete hierarchy into the broken scene.