> For the complete documentation index, see [llms.txt](https://denniodev.gitbook.io/animation-sequences/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://denniodev.gitbook.io/animation-sequences/quick-start.md).

# Quick Start

### 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.

<figure><img src="https://583936762-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FDwnmaSydNAKJ0jzg52Wr%2Fuploads%2FcyKf0mYioR8AG1eWjze7%2FUnity_1A8OcfBc2U.gif?alt=media&amp;token=66ff8d7d-92f7-4545-ad65-1609a41f1068" alt=""><figcaption></figcaption></figure>

***

#### 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 <mark style="color:yellow;">**Animator**</mark> component.
* Your prefab also includes a <mark style="color:yellow;">**SequenceEventsReceiver**</mark> on the <mark style="color:yellow;">**same GameObject**</mark> as the Animator.
* You’re working with a <mark style="color:yellow;">**prefab instance in the scene**</mark> (not a regular GameObject or asset).

<div align="left" data-full-width="false"><figure><img src="https://583936762-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FDwnmaSydNAKJ0jzg52Wr%2Fuploads%2FBr7mcGth6pF81JqCNnTY%2Fimage.png?alt=media&amp;token=d9e74671-3998-4eb6-ba4a-e4a3bb53fa23" alt=""><figcaption></figcaption></figure></div>

***

#### 3. Setup Flow

1. Go to **`Tools > 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.

<div align="left"><figure><img src="https://583936762-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FDwnmaSydNAKJ0jzg52Wr%2Fuploads%2F3iL5AVCMun2Ocrl7FcHW%2FUnity_jyesl0KUUw.gif?alt=media&amp;token=99657f64-379e-41fc-a3b5-bb59bab0d54a" alt=""><figcaption></figcaption></figure></div>

***

#### 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.

<div align="left"><figure><img src="https://583936762-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FDwnmaSydNAKJ0jzg52Wr%2Fuploads%2FnMG1PBL86JY6B4CchbTx%2FUnity_7Gpi84AAR2.png?alt=media&amp;token=2e677fdb-813d-4283-90a3-c4457da4d349" alt=""><figcaption></figcaption></figure></div>

{% hint style="warning" %}

#### 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.
{% endhint %}

**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

<div align="left"><figure><img src="https://583936762-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FDwnmaSydNAKJ0jzg52Wr%2Fuploads%2FBr7mcGth6pF81JqCNnTY%2Fimage.png?alt=media&amp;token=d9e74671-3998-4eb6-ba4a-e4a3bb53fa23" alt=""><figcaption></figcaption></figure></div>
