My character has a tail bone chain. In one of the bones I apply a Spline IK constraint, linked to a Bezier curve.
The character armature is exporting correctly to Unity, except for the last bones of her tail.
I'm guessing it's an issue with the Spline IK constraint applied to the bone.
The issue was simply an inconsistent bone roll value at the last two bones of the chain. My bad!
After I cleared the bone rolls of the tail chain, the export worked as expected.
Closing this issue.
My character has a tail bone chain. In one of the bones I apply a Spline IK constraint, linked to a Bezier curve. The character armature is exporting correctly to Unity, except for the last bones of her tail. I'm guessing it's an issue with the Spline IK constraint applied to the bone.
Tested with Blender 2.90.1, Unity 2020.2.0b5
I attached the Blender project used in this test: tail-splineIK-issue.zip
The character armature in Blender: (notice the tail)
The exported result in Unity: (tail bends weirdly at the end)
The bone's Spline IK constraint properties: (the last bone, the tip of the tail, isn't part of the Spline IK chain)