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Iris Oculus Geckolib Compat Wiki › Guides › Diagnosing Whether a Broken Mob Animation Is the Shader Conflict or the Mod Itself

Diagnosing Whether a Broken Mob Animation Is the Shader Conflict or the Mod Itself

Isolate the Cause

Not every animation glitch comes from the shader shadow conflict. Work through these checks in order so you do not chase the wrong problem.

1. Shaders off, shadows irrelevant. Disable shaders entirely. If the animation is still broken, the issue is in the mob's own model, animation file, or GeckoLib version — the compat mod cannot help.

2. Shaders on, shadows off. Enable your shaderpack but turn entity shadows off. If animations are now fine, you have confirmed the shadow conflict and the compat mod is the right tool.

3. Shaders on, shadows on, compat mod present. If it is still broken here, the shaderpack is likely rendering entities in a non-standard way that bypasses the patch.

Reading the Symptoms

  • Frozen in bind pose: shadow pass overwriting animation state — compat mod territory.
  • Jitter or rapid snapping: two render passes fighting each frame — also compat mod territory.
  • Wrong limb moving, or animation never playing at all: model or animation file problem, unrelated to shaders.
  • Only some mobs affected: check whether the unaffected ones are GeckoLib entities at all.

Next Steps

Once you have isolated the cause, only change one variable at a time. Swap shaderpacks to test, then swap the mob, then toggle shadows. This keeps your conclusions reliable.