Beginner rigging question -- Does the type of skinning algorithm I use in 3d app carry over?

As far as I can tell, Unity does not accept the dual quaternion algorithm for skin binding. This means that I cannot use this method in my 3d app, export the .fbx to unity, and expect it to work, right?

Sorry this is a lame question, but what I’ve read online is hard for me to understand what people are talking about.

I haven’t tried this, but I think it will “work” but it will probably look so different in Unity than in your 3d app that it will be unusable.