Im trying to export correctly some rigged models from Blender to Unity, but im facing rotation issues, that cause bones are not correctly set.
First I download the *.fbx from Mixamo, then import into Blender setting "Force Connect Childrens" and "Automatic Bone Orientation", this import the model with the bones correctly.
Now I add some clothes to the model, and add bones and bones, then I add vertex groups following this howto: How to rig clothes?
Now I have correct model with the correct cloth.
The I export to FBX, using default properties (I tink I try all options here) then in Unity I drag and drop the FBX to the resources folder, and then drag and drop the model in the scene.
When I do this, using the original Mixamo fbx file, the model animate correctly, and works, but when I do this with the generated fbx from blender, the model appear deformed when I run some animations, and the cloth same, like the model "xplode" and the poligons go mad.
What I notice, is the Skinned Mesh renderere in Unity, have incorrect rotattion like show this image:

I search the origin of the rotation because the transform of the element is set correctly to 0,0,0, and I found that the rotated object is the root bone of the Mesh renderer, is rotates like -158º
I try to fix manually but this rotate the model, and all animations deform completly the model. I think all bones ans skinned mesh render have incorrect rotations, but I dont find how to fix, because in blender all appear correctly, but when I import into Unity are broken.
some idea? thanks.
This import the model with correct orientation, then you do what you like and then to export:
Now, take the generated FBX file, drop in Unity and voila! Prefab, Armature and model with 1.0 Scale anf 0,0,0 rotation!
– Zenth Oct 04 '19 at 22:34