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Sheesh, something to look out for huh. I've had my own trials with Blender to Unity animations, and I've only done so like, three times.
In my case, I've always done Generic Rigs, ( Using my own Setup, not Rigify ), and baked the animations during the .fbx export to get the movement caused by the control rig saved as if the deform bones were being animated.

(+1)

Yes, generic rigs would work just fine. In my case since I want to introduce other characters eventually the rigs need to be humanoid so I can share animations and not have to redo them. In the case of this game that would be especially useful for picking up and putting down objects on the dinner table since each of the animations also have event triggers to trigger the picking up and placing down of objects in the scene.