UPDATE
Okay. I found out there was a keyframe on the actual iris that was making the eye disappear. After deleting the keyframe, it all went back to normal.
BUT the eye constraint isn’t working.
Next Question.
How do you set up Lookat Constraints on the eyes so it works in Unity?
It seems like the eyes aren’t following the eye controls as if they don’t even exist.
I figured it was probably because when you set the look constraint to the purple circle, eyes roll back, so you have to change the actual pivot of the eyes to bring them back in place.
So I took erased the lookat constraint, Reset Xform, then did the look constraint again. It came right back to the correct position. I hit play and it still does this.
It’s animating and moving as intended. Just at the wrong rotated position.
I think I see what the “problem” is.
Unity and 3Ds Max have a different understanding of what “Forward”, “Up” and “Right” is in the 3d world.
This causes every model that you import with 3Ds Max to be rotated 90 degrees arround the X axis. (This causes the Y axis to be at a different angle, causing your eye to be at the wrong place)
To fix this, try this in 3Ds Max:
Or if you dont have the 3Ds max file, then create a empty game object in Unity, rotate it 90 degrees on the Y axis and make it the parrent of the object you want to rotate. (In this case your eye) Then put your lookat script on your eye and it should work. This is not a good solution, but it works if you dont have the 3Ds Max file.