


To fix this, just quickly rename the Materials for each Mesh item in order to differentiate them when importing into the Unity game engine. You also need to ensure that your character is in a T-Pose and that the pose is on the top of the list of all the motions you wish to export with your FBX file. Just choose the T-Pose from the Content Manager’s motions folder, and rename it with a ( 0_T-Pose.rlMotion) to place it is first in line. Then we export the character by choosing the UNITY 3D Preset inside Character Creator 3, and ensure that the T-Pose is at the top of the include motion list. Let’s go into Unity now, and make sure that we are using version 2018.2.14f1 for now, as the Reallusion team is currently working on updating CC3 compatibility with later Unity versions.
