Animation works in Unity but behaves differently after exporting to Needle Engine

I have a single animation clip that animates two different GameObjects: a cable and a latch. Both of these objects have Transform → Rotation keyframes in the same animation. When I play the animation inside the Unity Editor, everything works exactly as expected—both the cable and the latch animate correctly.

However, once I export the project to the browser using Needle Engine, the behavior changes. The cable animation still works perfectly, but the latch animation doesn’t play at all. There are no errors in the browser console, and the animation clip, Animator, and hierarchy are all the same as in Unity.

The animation is purely transform-based (no scripts modifying rotation at runtime). Since one object animates correctly while the other doesn’t, I’m wondering if this could be related to how Needle Engine handles multiple animated objects in a single clip, transform rotation tracks, or some export-related limitation.

Here the selected part gameobject has animator attached.

I’m sorry, I couldn’t find a response but notified the team :thinking:

Hey,
this should definitely work.
Would it possible to create a bug report?
Via menu bar ’Needle Engine > Report a Bug > Create But Report’
In case you don’t want to share specific 3d models or other assets, feel free to replace it.