This section covers the following issues:
When installing a new version of the FBX Exporter package after using version 1.3.0f1 or earlier, the link between Assets and Prefabs may be lost. To repair these problems, follow the instructions under Updating from 1.3.0f1 or earlier.
If animated skinned Meshes do not export with the correct skinning, it may be because they are not in the bind pose on export.
Before exporting the animated skinned Mesh, make sure that:
The skinned mesh animation is not being previewed in the Animation of Timeline windows, as this may cause issues on export.
The original Rig's FBX does not contain animation.
NOTE: It is currently not possible to fix this issue in Unity. You need to separate your animation from the Rig in a separate modeling software such as Autodesk® Maya® first.
Converting hierarchies with UI components (for example, RectTransform) breaks the UI.
To work around this:
If you have a Variant of an FBX Model, avoid exporting your Variant to the FBX file; otherwise your changes might be applied twice after the export. For example, if your Variant adds an object, then after exporting, you'll have two copies of the object: the one in the new FBX Model you just exported, plus the one that you had previously added to the Variant.
Converting a Tree primitive makes the Tree read-only.
To avoid this, make sure to convert only the Tree when finished editing. Otherwise, Undo the conversion to return to previous state where the Tree was editable.
If you lose Materials when converting trail or line particles, you need to re-apply the Materials to the FBX Linked Prefab after conversion.
If you are uninstalling the FBX Exporter package but would like to continue using the Unity Recorder make sure to first remove all existing FBX Recorders. You can do this by right clicking on the FBX recorders in the Recorder Window or Timeline and selecting "Delete".
If you have already uninstalled the FBX Exporter package and are now having issues with the Unity Recorder, follow these steps: