Issues from Blender to Unity

Hello! I’m having some trouble importing this character I’ve been animating from Blender to Unity. There seems to always be extremely varied and unpredictable trouble when doing such things, for example for a past game project, I’ve had it that extra actions imported with my character, making him extremely “thin” (extremely scaled down on the x and z axes).

In this case, the guy imports just fine, BUT when he plays his walk cycle animation, some strange artefacts occur. The actual base game object moves back and forth - the armature object itself also moves around. I don’t understand how the base object could possibly move because it’s not an object that exists in Blender (I guess either the export or the import generates it… probably the import since it’s a Unity game object? There’s gotta be something interfering here though). As to the armature object itself, I don’t think I have any animations on it as an object rather than its individual bones.

Can someone point me in the right direction as to what to look for that could be causing this interference? Is there a hidden action somewhere I need to delete?

Thanks greatly!

While playing the animation, the base game object is moving back and forth as the arrows show, and the armature object is ridiculously high up:



In Blender, there is none of this. Below, the animation is playing, and there is no oscillation of the armature object itself.

This issue was somewhat complicated to resolve. It turned out, I had to export the character together with the rig, but NOT BAKE animations. Then I had to export the rig separately and BAKE the animations onto IT, and use its avatar as the mesh+rig’s avatar.

In general, always “Apply” the scale in Blender to everything, so that they are exported with a scale of 1:1:1. Any other scale will end up getting baked or skewed when the FBX is imported into Unity.