Equipping unity prefabs to blender armature

Okay… so, I’ve refined the question below to a better, more specific question:

My new question is about making a child snap-to influence on runtime.

I’m creating a Photon based RPG. In this RPG there are many elements I must focus on at this point of creation:

->All player models should be able to access all the same weapons and shields
->Weapons can be sheathed
->Players can run/walk with a weapon wielded

So, here’s the obstacles;
->Player model must have a sheath bone
->Weapon must be able to become a child of both the hand.R bone and the sheath bone, switchable on runtime
->Sheild must be able to become a child of both the hand.L bone and sheath bone

The questions are mainly about blender structure, and unity parenting.

Should I have a weapon bone at all times so a weapon could be used in ANY animation?

Should I have a shield bone?

how do these retain location/rotation? the shield and sword inherits rotation and position of the bone? How do I determine “influence” as labeled in blender within unity? Influence makes the weapon closer or farther from the bone parented from.

I also believe that just as the player, I should put each weapon model inside of a prefab in unity. This way I can create/destroy weapons when equipped?

a sequence of events just to make sure I’m understood:
player.Spawn();
weapon.Spawn.state=sheathed(childOf(sheathBone));
player.Weild();
weapon.state(childOf(Hand.R));
player.Animate(walk);

this is just a pseudo code, and wouldn’t work. I’m just making sure the logic is correct before I jump into animating the player.

I can add some blender screenshots later.

EDIT: Thanks to AlejandroGorgal I’ve gotten the following result:

Using Pre-defined place holders from the blender file, I was able to actually child the imported models to the fixed models and render them with no material.

The Sheath is a empty game object, but the animSword is a no material blender object. For animating the equipment it just seemed more logical the equipped weapons inherit the animated weapons’ properties?

Is this a decent method?

Your best option is not to create a specific weapon bone in Blender but to create an empty object in Unity and attach it to the character’s hand bone in the editor.
All weapons you add here (provided that they are centered) will be added to the same location, so if they are not fitting exactly the player’s hand you can simply move the emptyObject until they are on the location you want.

In Blender make sure that all weapons have their grip on the same location, this way when you add them to the empty object they’ll all fit the player’s hand perfectly.

Load up all your weapons to this new empty Object and add your weapon switching script there.