I've been very busy debugging and making fbx animations work. The problem I am dealing with is reading the animation data and translating it into a Unity runtime friendly format. Currently I am experiencing some rotation issues.
Compared to Unity, Blender uses a different axis when it comes to rotations. This makes the raw data behave differently when imported. This is what I am trying to achieve:

And this is what I am currently getting:

As you can see something is going on wrong with the way things are rotating. I am fixing it as we speak.
There isn't much that i can show this devpost but I have also been working on a scriptable animation system. This system will allow the users to create animation states so they can organize which animations will blend and how. For example blending the standing animation with running as the character starts moving fast. But more on this later when I finish this importing process...
Stay tuned!