In my games I use blender for FBX export and import in Unity.
I’ve figured out how to import the FBX in Unity with correct scale, rotation etc.
The problems arise when I start tinkering with animations that are included in the FBX which causes breaking results in Unity and having to delete and reimport the FBX in Unity, thus losing all references of the animations in Animator, field references etc.
Long story short, after you import an fbx file in Unity, commiting changes in FBX animations like editing animations, removing animations or adding animations will result in a variety of undesired behaviour like animations not importing, broken animations, I even encountered assigning an animation in animator and ended having another animation of the same FBX play instead.
I don’t know if there are serious technical limitations or just plain indifference that makes the fbx import malfunction. But I’m sure it is not rare for someone to want to edit a character’s animations or add more animations and not be able to safely do so.
I did my search and the most popular solutions suggested included either delete the FBX (out of the question) or keep separate files for the animations (also not an acceptable solution because i may make additions to the 3d model e.g. a weapon, an accessory etc).
So, here I am, posting out of despair, because every time I want to make changes and replace the FBX, I have to reimport and reassign all the animations, hoping I’m not forgetting something. Not very productive and certainly, not very pleasant.
I hope someone has to offer a better approach or at least a speckle of hope that the issue is known and a fix is scheduled some time in the near future.