Version History (v0.9 – v2.1.0)
The complete release history of Animation Workbench to date. Future releases will get their own changelog entries.
v2.1.0
- Unlocked Live Edit mode for Free users for a limited time
- Keyframe Editor: Added functionality to mute / solo groups which enables layering animations based on the rig (e.g. Humanoid — only animate the lower body for walking animations; this will set the path for additive or override layers in the future)
- Pose-Edit: IK points can now be pinned to their current position (e.g. walking animations — pin the feet IK points to the floor). Being able to pin IK points to transforms, for example a weapon prefab added to the live scene, is planned for future releases
- Added offset functionality to Spawn and Audio events
- UX and massive performance improvements
v2.0.9
- Added Spawn Events: instantiate any prefab (particle effects, props, world-space UI) from the timeline — at the character root, a specific bone, or a world offset, with lifetime, parenting, rotation and scale controls
- Added optional Feel support to Spawn Events: trigger an MMF_Player on the spawned instance immediately or after a delay, with intensity control. No hard dependency — the section only appears when Feel is installed
- Spawn Events preview directly in the Orbit Preview and in Pose Edit Mode, including particle systems that simulate while scrubbing
- Reworked animation events into one extensible Workbench Event system: all event types share the timeline, undo/redo, duplication, gizmos, tooltips and clip versioning — new event types plug in automatically
- Timeline event markers are now color- and icon-coded per event type, and the create menu lists every available event type
- Scene view event gizmos now show the exact problem (e.g. a missing SFX key or prefab) instead of a generic "Missing" label
- Added a searchable, hierarchical bone picker to the Audio and Spawn Event inspectors — the field shows the bone name, the full path lives in the tooltip
- Audio and Spawn Event inspectors now detect incomplete scene setup: missing SFX Manager, missing Runtime Audio Database, missing SFX Source Prefab, and characters that play the clip without an Event Receiver — each with a one-click fix
- Entering Play Mode now logs clear warnings when characters play event clips without a receiver or when the SFX Manager is missing, instead of failing silently
- The SFX Manager now warns when an audio event references a key that is missing from the Runtime Audio Database
- The audio Preview button now also works in Play Mode
- Clip version snapshots now preserve every event type and restore them reliably, including after editor restarts
- Generated audio assets (Runtime Audio Database, SFX Source prefab, Audio Mixer, Channels) are now organized under
Assets/Settings/AnimationWorkbench— re-baking updates the existing database in place, so references never break - Redesigned the Animator Controller inspector: structure overview, prefab usages, referenced clips with durations, and a new "In Open Scenes" section listing scene objects that use the controller
- Faster Audio Event inspector (removed a duplicate full-project scan when opening)
v2.0.8
- Added Rescan Animation Library to fully rebuild the animation library from the current project
- Added Rescan Characters to refresh project characters and automatically reassign preview characters
- Preview characters are now automatically assigned via an Animation Clip's Animator Controller when bone matching fails (primarily for Generic clips)
- The Characters context menu now lists all characters using the clip's Animator Controller
- Middle-clicking a character in the Preview Character popup now pings its prefab while keeping the popup open
- The Show Particles toggle is now only shown when the preview character contains particle systems
- Eliminated Orbit Preview stuttering during thumbnail generation
- Fixed incorrectly framed thumbnails for Generic characters with import scaling
- Fixed missing Animation Controllers and Characters context menu entries after rebuilding the library
- Newly imported clips now use the same character matching logic as the initial library scan
- Smoother, larger Orbit Grid with distance fade
- Reduced thumbnail generation overhead by encoding PNGs only once for both memory and disk cache
v2.0.7
- Performance: major speed-ups in Scene-Pose Mode (bone drawing, mesh influence overlay), during keyframe editing (onion skin, working-clip updates) and in the Animation Browser while loading
- Scene-Pose: bones now grow and highlight as the cursor approaches, hovered bones get a selection ring, and clicking bones is far more forgiving
- Animation Browser: list-view badges are now written out (Humanoid / Loop / Audio) when there is enough space
v2.0.6
- Fixed squashed / too-short track rows in the Keyframe Editor on some Unity versions & UI scales
- Fixed mouse-wheel zoom (Ctrl / Shift / Ctrl+Shift) not working on Windows or when hovering the track list
- Performance: major speed-ups during playback, track-value editing and Scene-Pose Mode
- Keyframe Editor: removed the track-list group color bar (kept only the curve color in Curve view) and moved the playhead key indicator to the left of the track name
- Animation Browser: grid cards now show clip length + Humanoid/Loop/Audio badges and cleaner names (FBX prefix stripped, full name on hover)
- Editor fonts now match Unity's Project Browser
- Several UX and design polish
v2.0.5
- New: Collapsible track groups in the Keyframe Editor — tracks are now organized under group headers (muscle groups for humanoid, bone groups for generic rigs); collapsed groups show all child keys as an aggregated summary row
- New: Group interactions — click a header to collapse/expand (Alt-click for all groups), right-click a group row in the dopesheet to add keyframes to that group only; collapse state persists across sessions
- New: Track show filters in the visibility menu — "Only Animated" and "Only Keyed at Playhead" (updates live while scrubbing), plus a "Show Groups" toggle to disable grouping entirely
- New: Events header row above the track list — mute/unmute audio events and collapse/expand all groups from one place
- Keyframe Editor: Fixed vertical misalignment between track list rows and dopesheet rows
- Keyframe Editor: Fixed the scrollbar gutter showing a different background when no scrollbar is needed
- Scene-Pose: Fixed humanoid pose drift and snapping on consecutive bone manipulations
- Scene-Pose: Rotating the hips or an unmapped root bone (e.g. Rigify exports) is now correctly written as root motion (RootT/RootQ)
- Added play/pause button to the Single Clip control bar
v2.0.4
- Reworked Scene-Pose Mode and Scene-Pose Overlay
- Several UX improvements and bug fixes
v2.0.3
- New: Runtime Audio Channels — group SFX for muting, volume, mixer routing and voice limiting via ScriptableObject channel assets
- New: Audio Control Center on the SFX Manager — live per-channel mute & volume, global mute, active-voice counts and a "?" panel explaining the runtime code API
- New: Per-character control on the Audio Event Receiver — muted flag and Channel Override (route a player and an NPC sharing the same clip to different channels)
- New: Manual key-triggered playback — Play(key) from code or the receiver, running through the same gate pipeline as animation events
- New: Gate pipeline — playback now passes through extensible gates (Mute, Probability, Cooldown); add your own via AWSFXManager.AddGate(...)
- New: Per-SFX Play Probability, Cooldown and Priority, plus per-channel Voice Limit with steal policies (Suppress / Steal Oldest / Steal Quietest)
- Audio Library: added a "Routing & Behavior" section with detailed hover tooltips on every playback field
- Fixed voices being recycled too early (pitch and start-offset are now accounted for in playback length)
- Fixed the SFX pool growing unbounded under heavy load
- Several UX improvements and bug fixes
v2.0.2
- Added a shader for onion skin ghosts to also blend in the mesh
- Many keyframe editor design improvements
- Centralized Hotkey Manager
- Multi Compare: massive overhaul of the UI, and Clip Sync was added
- Users are now able to select custom themes in the Settings (Dark, Midnight, High Contrast)
v2.0.1
- New: Customizable keyboard shortcuts — rebind editor hotkeys in Settings ▸ Hotkeys, with conflict detection
- New: Hotkey cheat-sheet on the "?" button (hover to view, click to edit)
- New: Arrow-key timeline navigation — step by interval, Ctrl to jump keyframe-to-keyframe, Shift to extend selection
- New: ↑/↓ to select the track above/below
- Ctrl+A and Ctrl+D now also select-all / duplicate keyframes (context-aware: keyframes or events)
- Several UX improvements and bug fixes
v2.0
- Massive design rework
- Improved mirror mode — now works on generic characters as well
- Added multiple live edit hotkeys (+/- to create, extend or delete IK chains)
- Rebranding
- Asset Inventory Integration
- Can now add external sources
- Multiple UX improvements and bug fixes
v1.04
- Massive UX improvements
- New: Timeline Range Limiter
- New: Live Edit Mirror mode
- New: Live Edit IK Chains
v1.03.3
- Refactored keyframe editor and related components
- Improved zoom handling
- Several bug fixes
v1.03.2
- Fixed Ctrl-selection issue when selecting multiple clips
- Fixed incorrect Multi-Compare clip population
- Fixed FBX animation clips showing the wrong thumbnail
- Fixed issue where Preview regeneration did not update correctly
- Added Filter by Effective Clip Character
- Added Filter by Root Motion
- Automatic Ruleset Name generation based on active conditions
v1.03.1
- Fixed camera follow for generic characters
- Fixed restore keyframe editor on domain reload
- Auto-assign of characters on initialization
v1
- Upgraded to Unity 6.3
- Improved preview render pipeline
- Added community feedback integration
- Character Manager now generates high-resolution thumbnails
v0.91 (Beta)
- Quality-of-life improvements
- User experience refinements
v0.9 (Beta) — Initial Release
Animation Workbench Beta is now live!