Export troubleshooting
Sprites land at the origin? Animation doesn't loop? Layer order looks wrong? Common export issues and how to fix them.
Common things that go sideways on import. If your problem isn't here, contact us.
All sprites stacked at the origin in Unity / Godot / Unreal
Old Charios export. Current versions bake bone-aware rest-pose transforms into every export. Re-export from Charios — the new bundle will have correct positions.
Layer order is wrong
- In Unity — your project is using Sorting Layers in addition to Sorting Order. Either drop everything onto the same Sorting Layer, or manually set the layer per SpriteRenderer.
- In Godot — make sure no parent of your Charios Sprite2D nodes has its own
z_indexset, which would override children. Charios sets z_index per-Sprite; parent z is additive. - In Unreal — Translucency Sort Priority is per-component. If you've manually adjusted any components, they take precedence over Charios's settings.
Animation doesn't play
- In Unity — confirm the prefab's root has both an Animator component and the AnimatorController set. Press Play in the Game view (not Scene). If it plays in the Scene preview but not Play mode, Time.timeScale is paused in your project.
- In Godot — confirm the AnimationPlayer node's
autoplayis set toidle. If it's blank, double-click the AnimationPlayer and set autoplay manually. - In Unreal — Charios's UE5 export is static-only. See Export to Unreal Engine 5 for animation paths.
Animation jitters at the loop point
Charios duplicates the t = 0 frame at t = duration to ensure a clean wrap. If you're seeing jitter, the cause is usually:
- The source mocap clip itself doesn't loop cleanly (most Mixamo clips are designed to loop, but not all).
- Your engine is interpolating between frames — Unity's Animator does this by default. If the clip is short (< 1 s), reduce the Sample Rate in the import settings.
Missing texture references after re-import
Charios generates deterministic GUIDs based on your project ID. If you re-exported from a different Charios project (or duplicated the project), GUIDs change and Unity won't relink. Either delete the old assets first or accept the duplicate. Godot uses path-based references, so renaming is safe.
GIF is enormous
Long cycles (3 s+) at large viewport sizes produce 5+ MB GIFs. Reduce the playback speed (slower → fewer frames captured) or zoom out before exporting. For very large characters, consider exporting a Unity / Godot animation and rendering the GIF in your engine — engine-rendered GIFs can be smaller because you control the resolution and palette.
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