Objects export pretty flawlessly - though in R11 no double UVs yet. Beast compensates for that.
Simple animations - no problem at all - translate, rotate, scale: works flawlessly.
Joints/Bones are a little tricky. Bones work but are a pain to set up properly - joints work sometimes. All IK and automated setup has to be baked before export, either way.
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BTW - which version of the REcent R12 you need (which is what you probably are asking for):
Visualize is a good start. It has enough tools even for character animation if needed and also a pretty nice renderer for light baking should you need it outside of unity.
Most of the Studio features are for rendering and visualizazion/animations and don’t translate to realtime anyways (like hair/fur or cloth). And Bodypaint for texturing is in EVERY version.
The most basic … is okay. But personally I find it too restrictive to be really productive after being used to some of the advanced features.
The broadcast edition’s features are in gereral: moGraph and thinking particles as an animation tool for parametric behaviour of objects and particles. IT’s pretty cool but not much use for game production.
I’ll be upgrading to R12 Visualize but I’ll be needing more than the basic game related things.
See my post for the description - or even better: Check this out
Hair and cloth don’t get you anywhere for game stuff.
MoGraph and Thinking particles probably need to be baked and are only useful in a very, very limited fashion.
Advanced renderer is cool for lightmaps if you don’t want to use beast but otherwise unnecessary for game.
Bodypaint is very useful but in every version.
I have not bought one yet (still playing with the demo version) but at least for iGame development (iPhone/iPad) I find the basic Prime version sufficient. Actually if not 3D BodyPaint and bigger c4d community (more docs) I would go even for Cheetah3D. I need to say that I am new 3D and Unity so perhaps I still have not discovered some cool tools from Studio version…