I was trying to use a “Control” bone to animate an Eyeball Mesh by setting a Copy Rotation constraint on the Eyeball and assigning the Target to be the Control bone (shown below). In the first attempt I did not assign the Bone of the Target Armature, but when I did later, I was able to animate the Eyeball mesh using the control bone and export the animation to Unity. However, the same setup when exported to GLTF2 did not work and I am guessing that I need to use a deformation bone for the eye for it to work in the GLTF2 format. Do you know any good resources/tutorials on the Blender-GLTF2 export/workflow?
