When animating in Blender for Unity

Hullo, back with a really quick question. The character I am working on is currently wearing a trench coat - my issue really only arises when it comes to animating. When the character is running, I’d like the ends of the coat to billow behind him. Should I just animate that internally in Blender before exporting, or would it be better to handle that in Unity itself?

What I want to achieve is having the coat move dynamically as the character moves - I just do not know if Unity would find issue if I did it in Blender internally. I do know of a way to do it in Unity so I’m a bit torn.

[SUB]Hopefully was the right place to ask this question.[/SUB]

Cheers.

It would be more efficient to do it in Blender. In Unity, you’ll have to rely on cloth physics which are slow at best.

There’s unity’s cloth physics as said above. I would avoid.
Or
Give the cloat tails bones to…
a) Animate them in blender and they will always move the same way. Maybe simulate them in blender with automatic keyframing to turn the simulation into an animation for unity.
b) In unity give them colliders and rigidbodies with an omidirectional physics joint attached to character (and therefore character needs to have rigidbody which can be kinematic or not). High drag, low mass. Character legs should have colliders too to hit the coat tail colliders around.

Thanks for the replies–really helpful! I was thinking of something along the lines of using bones but RetepTrun’s reply really served to concretise what I wanted to do.