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Here, this is the model I made, "RightMainBayBone" is rotated and it rotates connected meshes:

enter image description here enter image description here

In Blender, it works fine. But when I imported in Unity and rotate the bone, it also rotate other meshes:

enter image description here enter image description here

Rotating Left Bone doesn't make this problem.

I exported as FBX with apply transform option.

I think this is Unity's problem but I'm not sure, because there might be something I missed.

Any advice will very appreciate it.

p.s. There's no parented bone.

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    $\begingroup$ Unity normalizes weight per vertex so you can't have vertices with zero weight. So the armature needs to have a root bone that you use to paint the weight of parts that don't move. $\endgroup$ – kheetor May 17 '18 at 9:22
  • $\begingroup$ @kheetor Thanks man, you saved my life. Please write your solution as answers so I can accept it. $\endgroup$ – modernator May 17 '18 at 9:48
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Unity normalizes weight per vertex so you can't have vertices with zero weight. So the armature needs to have a root bone that you use to paint the weight of parts that don't move.

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