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Events & SFX

Animation Events

The Keyframe Editor provides a dedicated event track with typed event descriptors:

  • Audio events — play sounds from the Audio Library at a specific frame
  • Spawn events — spawn prefabs (VFX, projectiles, …) with position/rotation options, previewed with gizmos in the editor
  • Play-mode diagnostics for debugging event firing

Audio Library & SFX Pipeline

  • Audio Library window (Ctrl+Shift+X): manage clips, channels and audio events
  • Audio channels with per-channel settings
  • In-editor audio preview (hear events while scrubbing)

Runtime Playback

Events play in builds via the AWSFXManager component, which reads a baked, runtime-loadable database (with a Resources fallback). Baking happens automatically — the database is rebaked before every player build, and refreshed on entering Play Mode whenever the Audio Library has changed.

tip

No manual step needed. Tools → Animation Workbench → Bake Runtime Audio Database still exists if you ever want to force a rebake.

Feel Integration (optional)

If Feel (MoreMountains) is installed, spawn/audio events can trigger MMF_Player feedbacks. The integration is reflection-based — Feel is not required and there is no compile-time dependency.