How to export FBX animation without keying locked channels

Hello! I’m trying to export a game rig while keeping some transform properties un-keyed. I made my own animation rig based off of the rigify rigs but using better hierarchies for my unity export process. I am trying to export animations using this rig without keying the scale properties on the root and head bones in order to scale them in engine. I locked those specific channels hoping that when blender keys all deform bones it would skip over those channels but they are keyed anyway when I export the animated fbx. I was wondering if there is an intended or workaround way to do this. I can alter the in game functionality to use animation overrides to scale the characters root and head but that adds overhead if multiple on screen characters are all setting the scales on every frame of animation. It doesn’t seem like the biggest deal but if there is a way for me to export without these keys I’d love to do it that way instead.

Heres the properties on my Root bone (same as head):

And the rig/model I’m using for animations

Export properties if it helps:

Any help would be appreciated, Including if what I’m trying to do is so not intended that it feels impossible without extra python tooling on export.

My preferred solution is to use this:
https://superhivemarket.com/products/delete-static-channels

However, you can also just not import the scale keys into Unity:

Thank you so much! I’ve been moving so haven’t had as much time to check on this post, but for some reason removing constant scale curves isn’t working on my animated fbxs due to what I can only imagine is the head bone being at (1,0.999999,0.999998) scale. From what I’ve read this is floating point imprecision that happens when unity imports the model but doesn’t cause any issues except for in this specific use case. Been causing me quite the headache. I unfortunately haven’t found a way around it :confused: but hoping that this plugin could help not export the offending keys