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Settings Reference

Tools → Animation Workbench → Settings, or the gear in the Workbench toolbar.

Twelve categories down the left side, in four groups: the modes, the look, the previews, and the rest. Everything is stored in assets under Assets/Settings/AnimationWorkbench/, so settings travel with the project - check that folder into version control if the team should share them.

CategoryWhat lives there
Keyframe EditorHow keyframes look, and how the editor behaves while you work
Pose EditBone display, focus, click handling, scene background
Rig EditWhat Rig Edit asks before it writes, and how its handle snaps
Unity IntegrationWhat the Workbench adds to Unity's inspectors, project browser and scene view
AppearanceThe editor colour theme
IconsIcon set customization
FontsUI font settings
Orbit PreviewCamera, grid, lighting and background of the single-clip preview
ThumbnailsQuality preset, cache, overrides
External AssetsAnimation folders outside Assets/, and the Asset Inventory bridge
HotkeysEvery rebindable shortcut
SystemRAM and disk usage, and the first-run reset

Thumbnails

Thumbnail cost is picked as a quality preset rather than a raw resolution. Each preset sets both resolution and frame rate:

PresetResolutionFPS
High Performance64 px15
Performance (default)96 px15
Balanced128 px20
Quality192 px20
High Quality256 px25

Resolution and FPS can be overridden individually if a preset does not fit. In Lite both the preset and the overrides are capped at 128 px / 20 FPS - see Lite & Pro.

:::note Thumbnails render one at a time There is no "parallel renderers" setting. Preview rendering is serialized on purpose: it shares one preview scene and Unity's global AnimationMode, and the render plus GPU readback only run on the main thread. Turning it into a queue and giving that queue an adaptive time budget did far more for scroll smoothness than any parallelism could. :::

Cache levels

CacheLivesPurpose
RAMSessionInstant redraw for recently shown clips
GPUSessionRender textures for what is on screen
DiskPersistentLibrary/AWAnimationPreviewCache/

The disk cache sits in Library/, so it is machine-local and should not be committed. Deleting it costs nothing but re-rendering time.

Hotkeys

Every binding below is rebindable under Settings → Hotkeys. These are the defaults.

Keyframe Editor

ActionDefault
Play / pause previewSpace
Create keyframe(s) at current timeCtrl+K
Snap selection to gridS
Delete selected keyframesDelete
Copy / Cut / PasteCtrl+C / Ctrl+X / Ctrl+V
Paste at original timesCtrl+Shift+V
Duplicate eventsCtrl+D
Select allF
Undo / RedoCtrl+Z / Ctrl+Y
Save versionCtrl+S
Reset editorCtrl+R
Reload active versionCtrl+Alt+R
Toggle Pose Edit (stage character)Ctrl+L
Toggle Scene Edit (character in the scene)Ctrl+Shift+L

Animation Layers

One family on Ctrl+Alt, so they can be remembered as a group rather than seven separate cases.

ActionDefault
Add layerCtrl+Alt+N
Activate layer below / aboveCtrl+Alt+A / Ctrl+Alt+D
Mute / unmute active layerCtrl+Alt+H
Solo active layerCtrl+Alt+S
Copy / paste layerCtrl+Alt+C / Ctrl+Alt+V

:::caution Careful when rebinding onto Ctrl+Alt On Windows, AltGr is identical to Ctrl+Alt. Where AltGr+key produces a character on your keyboard layout, the event arrives as text input and the key code is no longer the letter - the shortcut then never fires. On the German T1 layout that hits Q (@), E (€) and M (µ). Pick a key that carries no AltGr character on your layout. :::

Pose Edit (scene overlay)

ActionDefault
Play / pause previewSpace
Previous / next frameCtrl+Q / Ctrl+E
Previous / next keyframeCtrl+Shift+Q / Ctrl+Shift+E
Toggle IK / FK modeTab
Cycle mirror modesShift+Tab
Pin / unpin active IK chainP
Move pin anchor to current poseShift+P
Apply pending changesCtrl+Space
Discard pending changesBackspace
Pose tool: Move / Rotate / ScaleW / E / R
Extend / shorten IK chain+ / -
Toggle motion trailCtrl+T
Lock trail to current boneShift+T
Cycle mesh / skeleton viewCtrl+M
Toggle gridCtrl+G
Cycle camera focusCtrl+C
Reset cameraCtrl+R

Window shortcuts

These are Unity menu shortcuts and are not rebindable here:

WindowShortcut
Animation WorkbenchCtrl+Shift+A
Keyframe EditorCtrl+Shift+K
CharactersCtrl+Shift+C
Audio LibraryCtrl+Shift+X

System

  • Debug logging - raises the console verbosity of the whole package. Off by default; the level is remembered in EditorPrefs and survives recompiles.
  • Reset - restores settings to defaults. Scoped, so you can reset one area without losing the rest.