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2.0.9

Spawn EventsJuly 14, 2026reconstructed

New

  • Spawn Events - instantiate any prefab from the timeline: particle effects, props, world-space UI. At the character root, on a specific bone, or at a world offset, with lifetime, parenting, rotation and scale controls.
  • Optional Feel support on 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 in the Orbit Preview and in Pose Edit Mode, including particle systems that simulate while scrubbing.
  • A searchable, hierarchical bone picker in the Audio and Spawn Event inspectors. The field shows the bone name, the full path lives in the tooltip.
  • The Animator Controller inspector, redesigned: structure overview, prefab usages, referenced clips with durations, and an In Open Scenes section listing scene objects that use the controller.

Changed

  • Animation events were reworked into one extensible Workbench Event system. Every event type shares the timeline, undo/redo, duplication, gizmos, tooltips and clip versioning - a new event type plugs in and gets all of it.
  • Timeline event markers are colour- and icon-coded per event type, and the create menu lists every available type.
  • 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.

Improved

  • Scene view event gizmos name the exact problem - a missing SFX key, a missing prefab - instead of a generic "Missing" label.
  • The Audio and Spawn Event inspectors 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 logs a clear warning when characters play event clips without a receiver, or when the SFX Manager is missing, instead of failing silently.
  • The SFX Manager warns when an audio event references a key that is missing from the Runtime Audio Database.
  • The audio Preview button now works in Play Mode too.
  • Faster Audio Event inspector - a duplicate full-project scan on open is gone.

Fixed

  • Clip version snapshots preserve every event type and restore them reliably, including after an editor restart.