Hi, thanks for the great addon. I experimented a bit and it seems like empties are more or less completely ignored when exporting to Unity? I often set up transform hierarchies (nested empties) to simplify moving a bunch of geometry without changing the geometries pivot point itself. Is there a way around that? Blenders native fbx export exports empties fine as gameobjects.
I work with CAD Data and loads of seperate small objects that’s why I have to have such a workflow (and why the Merge Meshes / Split by Material modifier is so cool)