Bones imported correctly, mesh is not

I modeled this in Blender. It is rigged, animated, and follows unity’s humanoid rig.

No matter if I just drop the .blend file for export it to .fbx, this is what the imported mesh is.

Animations are all good. Muscles in humanoid rig work too. But the vertices in the left arm and right leg are messed up. Animations play with the messed up vertices.


Ah, I figured it out. The rotation of bones in the ‘edit mode’ was messed up. Simply go to edit mode and reset the rotation and location of all the bones. Of course, I had to reanimate everything.