Animation Sequences for Unity
  • Animation Sequences
  • Quick Start
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Quick Start

PreviousAnimation Sequences

Last updated 2 months ago

Quick Start — Animation Sequences

This guide helps you set up your first animation sequence using the plugin. You’ll learn how to create and preview VFX, audio, or prefab spawns synced with animation — using a custom SequenceData asset and Animation Events under the hood.


1. What is this tool?

Animation Sequences is a custom Animation Event editor made for Unity. It allows you to spawn VFX, sounds, prefabs, and call public methods during an animation — with a powerful preview system and Addressables integration.

It works by editing SequenceData assets and baking events into the animation using Unity’s AnimationEvent system.


2. Requirements

Before using, make sure:

  • Your prefab has an Animator component.

  • Your prefab also includes a SequenceEventsReceiver on the same GameObject as the Animator.

  • You’re working with a prefab instance in the scene (not a regular GameObject or asset).


3. Setup Flow

  1. Go to Window > Animation Sequence > Sequence Preview Window

  2. Select your prefab in the scene

  3. In the window, click “Start Edit”

  4. If no SequenceData exists yet, click “Create Sequence Data”

  5. Assign an Animation Clip to the SequenceData

  6. Click “Add Event” to create a new spawner

💡 Any SequenceData you create will be automatically added to Addressables if not already.


4. Adding Spawners

Each spawner represents something that will be triggered during the animation.

You can configure:

  • Trigger Time (frame/time)

  • Prefab to spawn (VFX, mesh, audio source, etc.)

  • Transform offsets

  • World or Local space

  • Optional Audio or Method call


5. Baking the Animation

After you’ve configured all your spawners, you need to bake them into the animation clip.

Click the “Bake” button to inject Animation Events directly into the selected clip. These events are later used at runtime by the SequenceEventsReceiver to trigger the VFX, sounds, prefabs, or method calls.

Read-Only Clips (FBX / Imported Animations)

If the animation clip comes from a read-only source, such as an imported FBX file, Unity doesn’t allow modifying it directly. In this case, the plugin will prompt you to duplicate the clip before continuing.

This is a Unity limitation — only .anim files (created inside Unity) can be edited directly.

What happens:

  • You choose a location to save the duplicate .anim file

  • The new clip is linked to the SequenceData

  • It is also automatically added to the Animator Controller (if needed)

  • You can then bake events into this new, editable clip


6. Runtime Execution

At runtime:

  • SequenceEventsReceiver receives the Animation Events

  • It parses the event data, loads the Addressable, and spawns it at the right position

  • Method calls (if defined) are invoked directly on the specified component type