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.