Blender Animated Meshes to Unity

I am trying to make a set of arms for a first person shooter in Unity. I have a single mesh and single armature that has both arms in them (Made in Blender 2.54). I planned on controlling the two arms with separate actions. I spent the time to make a few animations for each arm. I exported the mesh and armature together as an .fbx, with “All Actions” checked. When my friend imported the fbx into Unity, it looked like it was going to work great. The arms where there with their texture in their default position just fine. Then, he went to run animations. For some reason, he can’t get the arms to play the animations correctly. If you can imagine a first person shooter, with the right arm holding a gun in the bottom right corner, in ours, the right arm moves all the way across the screen, almost touching the left arm. Also, he can’t get the actions to play on top of each other. Is this enough information to see some sort of easy fix? Do I need to supply a .blend and/or Unity code? Is the problem on Blender’s end or Unity’s end?

Suggestion:
Have you tried blender 2.49… I believe the blender 2.5X is not yet supported for direct import and there may be other issues. Try blender 2.49 then you don’t need to export to fbx manually. I have used blender 2.49 with blender actions successfully. For the animation to play “on top of each other” you need to write a script that will blend the animations and/or cross fade them based off some animation event or game condition (key input for example).