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Animation Event Studio

Animation Event Studio · Unity 插件 · Preview 1

Asset description

Author Animation Events visually—and keep them through every FBX reimport. Animation Event Studio is an editor-only authoring environment for Unity Animation Events. Create events on a visual timeline, scrub and preview animation clips, choose compatible receiver methods, validate your project, and apply changes individually or in batches. It supports imported FBX clips and editable .anim clips. Everything it writes is standard UnityEngine.AnimationEvent data: there is no custom animation runtime and no required runtime component. VISUAL AUTHORING Draggable, color-coded event markers Frame snapping, exact frame fields, sub-frame placement, zoom, and pan Scrubbable animation preview with playback speeds and frame stepping Preview camera orbit and zoom Function picker that discovers compatible methods on receiver components Copy and paste, duplication, sorting, multi-selection, and keyboard shortcuts Full Undo and Redo support Editing sessions that survive script recompilation and Play Mode transitions Create and Update previews before applying changes Batch application across multiple clips FASTER EVENT SETUP Built-in presets for footsteps, hitboxes, combos, invulnerability frames, SFX, and VFX Reusable custom recipes Receiver MonoBehaviour stub generation Multi-parameter events with generated, dependency-free receiver code Automatic footstep contact detection for Humanoid clips PREVIEW AND DEBUG TIMING Live Tune & Keep for adjusting event timing during Play Mode Event Audition with a generated timing sound or AudioClips from your project Play-Mode Fire Monitor showing which events fired and which were interrupted by state transitions Torture Test for force-reimporting an asset and comparing its event tracks before and after import PROJECT-WIDE VALIDATION Project X-Ray audits Animation Clips under Assets/ and identifies: Events that will disappear on the next FBX reimport Missing or incompatible receiver methods Function names containing problematic whitespace Duplicate events The validation dashboard provides project-wide inspection and one-click Repair All where an automatic repair is available. Rename Guard protects the string-based method links used by Animation Events. After script compilation, it detects missing methods and likely receiver-method renames, then helps repair affected recipes and clips across the project. Renames can also be declared explicitly with the included [AnimationEventFormerlyKnownAs] attribute. REIMPORT-SAFE FBX EVENTS Animation Events added directly to FBX-imported clips can disappear when the source model is reimported. The common workaround is to duplicate clips into separate .anim files, separating them from the original import workflow. Animation Event Studio stores authoring recipes in an editor database and reapplies them through Unity’s import pipeline. Recipes remain associated with their source clips through: FBX reimports Unity restarts Asset moves and renames Source-control changes Automated and CI imports Adopt All creates recipes for existing, unprotected clips without modifying recipes you already maintain. RETIME PROTECTION Retime Sentinel detects changes to clip length, frame rate, and animation curves. Each event can use one of three retiming anchors: Normalized time Frames From Start Frames From End This helps event timing remain intentional when source animations change. STANDARD UNITY OUTPUT Animation Event Studio writes standard UnityEngine.AnimationEvent data through Unity’s public editor APIs. It does not replace Unity’s animation runtime. Eject can bake FBX recipes into Unity Model Importer settings before the package is removed. Use Eject before uninstalling if those events must continue surviving future FBX reimports without Animation Event Studio installed. Recipes use GUID-backed references so they survive moved or renamed assets. The database uses deterministic ordering and can optionally store per-clip JSON recipe files for source-control-friendly review and merging. The user database is created outside the installed package at: Assets/AnimationEventKeeperData/ Package updates therefore do not overwrite customer recipes. COMPATIBILITY AND REQUIREMENTS Unity 2022.3 LTS and later Humanoid and Generic clip authoring and persistence Humanoid rig required only for automatic footstep detection Built-in Render Pipeline, URP, and HDRP No required Timeline, Cinemachine, Final IK, Animancer, or other UPM dependency Full C# source; no precompiled DLLs No required runtime component Optional rename attribute is stripped from player builds Project X-Ray scans Animation Clips under Assets/, not installed Packages/ Event Audition’s default timing sound is generated procedurally; no audio files are bundled THIRD-PARTY NOTICE The demonstration content uses the Animated Human model by Quaternius under Creative Commons CC0 1.0 Universal. See Third-Party Notices.txt for details. SUPPORT Documentation: VERSION AND COMPATIBILITY Version: 1.5.0 Minimum Unity version: Unity 2022.3 LTS Verified with: Unity 6000.4.5f1 Render pipelines: Built-in, URP, HDRP PACKAGE ARCHITECTURE Full C# source with no precompiled DLLs No third-party software or package dependencies Editor tooling writes standard UnityEngine.AnimationEvent data through AnimationUtility No proprietary animation runtime or required runtime component Editor assembly: XeSoft.AnimationEventKeeper.Editor Runtime assembly: XeSoft.AnimationEventKeeper.Runtime The runtime assembly contains only [AnimationEventFormerlyKnownAs] Attribute usages are removed from player builds through Conditional("UNITY_EDITOR"); normal managed-code stripping can remove the unused attribute definition Standard Unity Animation Event parameter types are supported Multi-parameter events generate dependency-free receiver code DATA AND IMPORT PIPELINE ScriptableObject-backed recipe database stored at Assets/AnimationEventKeeperData/ User recipes remain outside the package folder and are not overwritten by package updates AssetPostprocessor.OnPostprocessAnimation integration restores managed events on FBX and ModelImporter clips context.DependsOnSourceAsset registers recipe data as an import dependency GUID and path dual lookup keeps recipes associated with assets after moves and renames Deterministic database ordering reduces unnecessary source-control changes Optional per-clip JSON recipe import/export supports file-per-recipe workflows Eject can bake FBX recipes into Unity Model Importer clip settings before package removal Eject refuses ambiguous duplicate-named clips instead of performing a partial bake 1.5.0 AUTHORING WORKFLOW Per-clip editing workspaces preserve pending changes independently for every loaded clip Pending workspaces recover after window closure, Unity restart, script recompilation, and Play Mode transitions Recovered work is stored per user and does not modify project assets or source control until saved Protected/live conflicts require an explicit choice between Restore Protected Version and Use Clip Version Semantic timeline zoom provides three information levels:Rhythm: compact event-spacing view Events: function names and event state Frames: frame numbers, parameters, and receiver bindings Timeline zoom, horizontal position, playhead, selection, and expanded row state are remembered per clip Pixel-smooth playhead scrubbing remains independent of event frame snapping Timeline markers and event rows use linked selection and keyboard navigation Snap previews show where a newly created event will land before insertion Shift can bypass snapping for deliberate sub-frame placement Multi-clip Batch operations use the selected Edit clip as their explicit source Batch writing is blocked when the source workspace is stale, unresolved, or ambiguous WRITE VERIFICATION AND CHANGE TRACKING One occurrence-aware event diff is shared by the event list, timeline, validation, save summary, repair, and post-import verification Comparison includes function name, time, parameter payload, object reference, receiver options, and duplicate occurrences Equal event counts cannot produce a false In Sync or successful-save result Successful Protect, Save, Repair, and final-event removal actions display a Before → Operation → Verified After evidence strip FBX verification distinguishes completed reimports from Play Mode writes queued safely until Play Mode exits Removed events remain visible as pending deletions and can be restored before saving Empty protected event sets preserve intentional removal through future FBX reimports Retired event names prevent an older Eject bake from resurrecting deleted events FOOTSTEP SUGGESTION ANALYSIS Footstep auto-detection supports Humanoid clips Suggestions open in an evidence-review view before events are added Left- and right-foot curves display sampled motion, contact bands, confirmed contact phases, and proposed event positions Each proposal includes frame, confidence, plantedness, foot height, and vertical-speed evidence Evidence curves are linked to the animation preview for pose inspection Suggestions are resampled before acceptance Existing contacts are detected, and repeated acceptance does not create duplicates Accepted suggestions become ordinary editable Animation Events Generic clips remain fully supported for manual authoring and persistence DIAGNOSTICS AND SAFETY TOOLS Project X-Ray scans AnimationClips under Assets/ X-Ray detects reimport-vulnerable events, missing or incompatible receiver methods, problematic whitespace, duplicates, and resurrected deletions Rename Guard validates string-based receiver links after script compilation [AnimationEventFormerlyKnownAs] enables explicit, automatic receiver-method migration Retime Sentinel detects changes to clip length, frame rate, and animation curves Per-event retime anchors support Normalized, Frames From Start, and Frames From End timing Live Tune & Keep supports timing adjustments during Play Mode Play-Mode Fire Monitor distinguishes events reached by playback from events interrupted by state transitions Event Audition supports user-provided AudioClips and a procedurally generated default tick No audio files are included Torture Test force-reimports selected assets and compares event tracks before and after import Repair All refreshes affected Edit and Batch references after FBX reimports TEST COVERAGE 137 automated EditMode tests in the development test suite Coverage includes:Apply, reimport, restore, and post-write verification Duplicate-occurrence comparison Per-clip workspace recovery Pending deletion and final-event removal Rename Guard Project X-Ray Live Tune & Keep Semantic timeline behavior Footstep evidence and duplicate prevention Retime anchors Batch source safety Eject and simulated package removal Tests and fixture assets are excluded from the Asset Store distribution THIRD-PARTY CONTENT Includes one optional demonstration model by Quaternius The model is provided under Creative Commons CC0 1.0 Universal See Third-Party Notices.txt for attribution details FIRST IMPORT AND UPGRADE NOTE Installing 1.5.0 into an existing project, or upgrading directly from a version earlier than 1.4.0, may cause FBX files containing animations to reimport once so retime fingerprints and import dependencies can be initialized. Upgrading from 1.4.x to 1.5.0 does not introduce another package-wide reimport. Subsequent imports follow Unity’s normal asset-import behavior. Render-pipeline-agnostic and editor-only. The tool writes standard Unity Animation Events via AnimationUtility and performs no rendering, so Built-in, URP, HDRP, and custom render pipelines work identically. Zero runtime code, so this package does not affect build size or target platforms. Mecanim Humanoid and Generic rigs both supported.

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