Bind Spine animation events to Unity Events, C# events, or methods directly in Unity. Create, preview, and manage event bindings from an intuitive Inspector—no Spine asset modifications required.Spine Event Invoker For Unity is a powerful editor extension designed to simplify working with Spine animation events inside Unity.Instead of opening Spine to add or modify events, you can create and manage event bindings directly in the Unity Inspector. Simply assign an event name, connect it to Unity Events or methods, and instantly preview the result.This workflow is especially useful for gameplay actions such as:• Playing sound effects• Triggering VFX• Dealing damage• Spawning objects• Camera shake• UI animations• Footsteps• Character abilities• And any custom gameplay logicThe package is fully customizable and works with any Spine animation that uses event names. It is suitable for both 2D games and projects that rely on Spine animation pipelines.Whether you're a programmer, technical artist, or game designer, the tool helps reduce repetitive work while keeping your animation workflow clean and organized.Disclaimer: You need to purchase the Spine software for commercial use in order to fully use this asset for commercial purposes.Key FeaturesCreate Spine event bindings directly inside Unity.No need to edit Spine animations just to add gameplay logic.Bind events to Unity Events.Invoke public methods on any component.Support for C# event callbacks.Preview events directly from the Inspector.Clean and intuitive custom Inspector UI.Supports multiple event entries per animation.Easy to extend for custom workflows.Works seamlessly with Spine-Unity runtime.Designer-friendly workflow with minimal setup.Lightweight implementation with no runtime overhead beyond configured event handling.Compatible with modern Unity versions and the official Spine-Unity integration.Some parts of the marketing materials were created with the help of AI tools.The thumbnail image was initially generated using an AI tool and later customized.The store description draft was AI-assisted and then fully rewritten by the publisher.


