You can import files into Unity by copying them anywhere in the Assets folder of your project (which can also be done by dragging and dropping them into the Project window). Then you can select the imported asset in the Project window and use the Inspector to view and edit its Import Settings.
The Unity Manual explains the settings in the Model tab, but they are not directly relevant here.
The first thing you need to do when you import a model is go to the Rig tab and set the
Animation Type to either
|The character must have a specific set of bones explained in the Unity Manual (some are optional) and Unity will then be able to play any
Humanoid animation on that character using its Retargeting system.
|The character can have any bone hierarchy, but a
Generic animation can only be played on the specific hierarchy it was built for. This also makes
Generic animations better for performance than
Mixamo can also retarget its animations to any character before you download them, allowing you to save performance by using a
Generic Rig in Unity.
The remaining options for a
Generic Rig should generally be configured as follows:
Create From This Model
|You generally want the character model to define the bone hierarchy that all the animations will use, but if you are using the same Rig in multiple characters or if you are importing animation files separately from the model you can use
Copy From Other Avatar instead.
Generic Rigs. You generally want to use the topmost bone in the model's hierarchy as its root. If you are not going to use Root Motion to move the character, setting the
Root Node to
None will improve performance according to Unity's Animation Optimization guide.
Standard (4 Bones)
|See the Unity Manual for details about this setting.
Optimize Game Objects
|Improves performance by not creating a
Transform in the Hierarchy for every bone in the character.
Extra Transforms to Expose
|If you want to be able to access the character's bones at runtime such as to put a weapon in their hand, you need to select the bones to expose (so that it can exclude them from the Optimize Game Objects setting).
The Unity Manual explains how to use the Animation tab when the file actually contains animations that you want to import.
If you import an animation separately from a model:
- You must set the
Animation Typein the Rig tab to match the type you selected for the model:
- If you are using a
GenericRig without Root Motion, you can leave the
Avatar Definitionset to
- Otherwise you should probably use
Copy From Other Avatarand select the model's avatar. Or if you want to configure it differently for this animation you can use
Create From This Model.
Mixamo embeds the character's textures inside the FBX file, but in order for Unity to use them you will need to go to the Materials tab and use
Extract Textures... to save them somewhere in your project (the folder containing the FBX is often a good place, or you might want to create a Textures folder).
NormalMap settings window pops up explaining that a texture is being used as a "normal map", simply click the
Fix now button to set its import settings correctly.