I also should say that to get the FBX to work correctly in Unity I had to import the original FBX exported from DAZ in a T-pose and then add an FBX as animation skeleton only.
I uploaded a DAZ morphed character as an FBX in a T-pose to Mixamo and attached an animation. I export from Mixamo online in FBX for Unity skinned. It would work fine in Autodesk FBX Viewer but when I tried use in Unity the animation was there but the morphs that I had baked on in the export FBX phase from DAZ had either disappeared or distorted. To fix that I imported the original mesh in FBX T-pose created by DAZ, re-exported the uploaded FBX I added a animation to from Mixamo as Unity FBX animation skeleton only and then imported and added this FBX to the T-pose FBX in Unity. So there is something wrong with Mixamo’s skinned exports if you ask me.
I have exported DAZ characters in the past, even before the FBX plugins improvements, as FBX with Animate2 animations baked on and they work fine in Unity 3D.
So DAZ seems to be best at handling FBXs when it comes to Unity. I don’t understand why different programs act so different as with the FBX plugin API available from Autodesk you just plug it in to your app and the same mesh would work the same no matter which program you use.