Quick Start
Last updated
Last updated
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.
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.
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).
Go to Window > Animation Sequence > Sequence Preview Window
Select your prefab in the scene
In the window, click “Start Edit”
If no SequenceData
exists yet, click “Create Sequence Data”
Assign an Animation Clip to the SequenceData
Click “Add Event” to create a new spawner
💡 Any
SequenceData
you create will be automatically added to Addressables if not already.
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
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.
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
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