Animation Events that survive FBX reimport. Visual timeline, scrub preview, function picker, validation, batch apply, footstep auto-detect. Editor-only, writes standard Unity events, safe to remove.Render-pipeline-agnostic and editor-only. The tool writes standard Unity Animation Events via AnimationUtility and performs no rendering, so Built-in, URP, HDRP, and custom render pipelines work identically. Zero runtime code, so this package does not affect build size or target platforms. Mecanim Humanoid and Generic rigs both supported.Stop losing Animation Events to FBX reimport.Animation Events added to FBX-imported clips can disappear when the source model is reimported. The usual workaround is to duplicate clips into separate .anim files, fragmenting the animation workflow.Animation Event Keeper stores your authored events in an editor database and reapplies them through Unity’s import pipeline. Events remain associated with their source clips through FBX reimports, Unity restarts, source-control changes, asset moves, and CI imports.It also protects the string-based receiver links used by Animation Events. Rename Guard validates event-to-method links after script compilation, detects likely receiver method renames, and lets you repair affected recipes and clips project-wide. Renames can also be applied automatically with the included [AnimationEventFormerlyKnownAs] attribute.Project X-Ray audits AnimationClips under Assets/ and identifies:- Events that will disappear on the next FBX reimport- Missing or incompatible receiver methods- Function names containing problematic whitespace- Duplicate eventsThe Torture Test can force-reimport a selected asset and display before/after event tracks. Adopt All creates recipes for unprotected clips, while keeping existing recipes unchanged.Authoring features:- Visual timeline with draggable and color-coded event markers- Frame snapping, frame fields, timeline zoom, pan, and sub-frame placement- Scrubbable animation preview with playback speeds, frame stepping, camera orbit, and zoom- Function picker that discovers compatible methods on receiver components- Undo/Redo for authoring operations- Editing sessions that survive script recompilation and Play Mode transitions- Copy/paste, multi-selection, sorting, duplication, and keyboard shortcuts- Batch application with Create/Update previews- Built-in presets for hitboxes, combos, i-frames, footsteps, SFX, and VFX- Reusable custom recipes- Multi-parameter events with generated dependency-free receiver code- Receiver MonoBehaviour stub generation- Validation dashboard with one-click Repair All- GUID-backed recipes that survive moved or renamed assetsAnimation workflow tools:- Humanoid footstep contact detection- Live Tune & Keep for editing event timing during Play Mode- Event Audition using a generated timing tick or AudioClips supplied by your project; no audio files are bundled- Play-Mode Fire Monitor showing events reached versus interrupted by state transitions- Retime Sentinel detecting changes to clip length, frame rate, and animation curves- Per-event Normalized, Frames From Start, and Frames From End retime anchors- Eject, which bakes FBX recipes into Unity Model Importer settings before package removal- Deterministic database ordering and optional per-clip JSON recipe files for version controlAnimation Event Keeper writes standard UnityEngine.AnimationEvent data through Unity’s public editor APIs. It does not replace Unity’s animation runtime.The user database is created outside the package folder at Assets/AnimationEventKeeperData/, so package updates do not overwrite customer recipes.Important scope:- Footstep auto-detection requires Humanoid clips- Authoring and persistence support Humanoid and Generic clips- Project X-Ray scans clips under Assets/, not installed Packages/- Event Audition’s default sound is generated procedurally- Use Eject before uninstalling if FBX events must continue surviving future reimports without Keeper installedCompatibility:- Unity 2022.3 LTS and later- Built-in Render Pipeline, URP, and HDRP- No required Timeline, Cinemachine, Final IK, Animancer, or other UPM dependency- Full C# source; no precompiled DLLs- No required runtime component; the optional rename attribute is stripped from player buildsThird-party notice: Asset uses the Animated Human demo model by Quaternius under Creative Commons CC0 1.0 Universal; see Third-Party Notices.txt in the package for details.Support: hello@xesoft.devDocumentation: https://xesoft.dev/products/animation-event-keeper/Version: 1.4.0Minimum Unity version: Unity 2022.3 LTSVerified with: Unity 6000.4.5f1Render pipelines: Built-in, URP, HDRP- Full C# source with no precompiled DLLs- Editor tooling writes standard UnityEngine.AnimationEvent data through AnimationUtility- No proprietary animation runtime- Editor assembly: XeSoft.AnimationEventKeeper.Editor- Runtime assembly contains only [AnimationEventFormerlyKnownAs]; usages are stripped from player builds through Conditional("UNITY_EDITOR")- ScriptableObject-backed database stored at Assets/AnimationEventKeeperData/- AssetPostprocessor.OnPostprocessAnimation integration for FBX/ModelImporter clips- context.DependsOnSourceAsset registers recipe data as an import dependency- GUID and path dual lookup allows recipes to survive asset moves and renames- Deterministic database ordering with optional per-clip JSON recipe import/export- Supports standard Animation Event parameter types and generated multi-parameter receiver code- Humanoid and Generic authoring support- Footstep auto-detection is Humanoid-only- Project X-Ray scans AnimationClips under Assets/- Event Audition generates its default tick procedurally; no audio files are included- 83 EditMode tests, including apply/reimport/restore, Rename Guard, Project X-Ray, Live Tune, retime anchors, and Eject uninstall simulation- No third-party software or package dependencies- Includes one optional CC0 demo model by Quaternius; see Third-Party Notices.txt- User recipes remain outside the package folder and are not overwritten by package updatesFirst-import note: importing v1.4.0 into an existing project may cause FBX files containing animations to reimport once so Keeper can record retime fingerprints.OpenAI Codex was used to assist with generating substantial portions of the C# editor tooling, refactoring and organizing code, identifying bugs and failure cases, and drafting parts of the documentation. I directed the design, reviewed and edited the generated material, integrated it into the asset, and verified the final behavior through manual Unity testing and an 83-test EditMode suite. The asset does not include or connect to generative AI at runtime.





