# Unity Humanoid Animation Import Design ## Goal Automatically apply the project's shared humanoid animation import settings when FBX animation assets are imported under `Assets/Game/Art/Actor/`. ## Scope - Applies to `.fbx` assets inside `Assets/Game/Art/Actor/`. - Excludes `Assets/Game/Art/Actor/cityboy/cityboy_sk.fbx`, because it provides the source avatar. - Applies only when the FBX import has animation clips. - Does not modify existing FBX, prefab, or controller assets directly. ## Import Behavior When an in-scope FBX with animation clips is imported: - Set Rig `Animation Type` to `Humanoid`. - Set Avatar to `Copy From Other`. - Use `Cityboy_sk Avatar` from `Assets/Game/Art/Actor/cityboy/cityboy_sk.fbx`. - For every imported animation clip: - Enable Root Transform Rotation `Bake Into Pose`. - Set Root Transform Rotation `Based Upon` to `Original`. - Enable Root Transform Position (Y) `Bake Into Pose`. ## Error Handling If the Cityboy avatar cannot be loaded, the importer logs a warning and leaves the asset unchanged. This avoids blocking Unity's asset import pipeline. ## Testing Editor tests cover the path filter, avatar exclusion, and clip-setting mutation logic without importing real FBX files.