Key Points for a Unity-Compatible Rig (Humanoid):
1. Use a Humanoid Bone Structure
● Follow Unity’s Humanoid bone naming and structure. These include:
○ Hips, Spine, Chest, Neck, Head
○ UpperArm, LowerArm, Hand (Left/Right)
○ UpperLeg, LowerLeg, Foot, Toes (Left/Right)
● Bone hierarchy should resemble a human skeleton.
2. T-Pose or A-Pose
● Start the rig in a T-pose (arms fully extended horizontally) or A-pose (arms angled down
~45°). Unity prefers T-pose for retargeting.
3. Correct Bone Naming (Optional but Helpful)
● While Unity doesn’t require specific bone names, using common names (like Head,
LeftArm, RightFoot, etc.) helps automatic mapping during rig import.
4. Single Root Object
● The entire skeleton should be parented under a single Root GameObject for clean
imports.
5. No Scale Animations on Bones
● Avoid animating the scale of bones—it can break retargeting. Stick to rotation/position
only.
In Unity: Import Settings
1. After importing the rigged character (FBX), go to:
Inspector > Rig Tab
2. Set Animation Type to Humanoid
3. Click “Configure” to ensure Unity maps bones correctly.
4. Save the Avatar (Unity's internal representation of the rig).
Tips for Cross-Compatible Animations
● Use clean joint rotations (zeroed out in bind pose) in 3D software.
● Keep consistent proportions. Asset Store animations may not look right if your
character has exaggerated limbs or non-human proportions.
● Avoid extra bones (like props or accessories) in the Humanoid skeleton—they may
break compatibility.
Summary for Your Animator
Please rig the character using a standard biped skeleton that fits Unity's
Humanoid rig requirements. Use a T-pose or A-pose with correct joint hierarchy
(Hips → Spine → Chest → Neck → Head, etc.). Make sure the arms and legs are
properly named and oriented, and avoid animating scale on bones. This way, Unity
can recognize the skeleton as Humanoid, and all Asset Store animations will
retarget correctly.