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Unityframework~10 mins

Animation events in Unity - Step-by-Step Execution

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Concept Flow - Animation events
Start Animation
Animation Playing
Animation Event Triggered?
NoContinue Animation
Yes
Call Specified Function
Continue Animation
Animation Ends
Animation plays and checks for events at specific frames; when an event triggers, it calls a function, then continues.
Execution Sample
Unity
void Footstep() {
    Debug.Log("Footstep sound plays");
}

// Animation event calls Footstep() at frame 10
Defines a function Footstep() called by an animation event during playback.
Execution Table
StepAnimation FrameEvent Triggered?ActionOutput
11NoPlay animation frame 1No output
25NoPlay animation frame 5No output
310YesCall Footstep()Logs: Footstep sound plays
415NoPlay animation frame 15No output
5EndNoAnimation endsAnimation stops
💡 Animation reaches end frame, no more events to trigger
Variable Tracker
VariableStartAfter Step 1After Step 2After Step 3After Step 4Final
Animation Frame0151015End
Event TriggeredFalseFalseFalseTrueFalseFalse
Output Log"""""""Footstep sound plays""Footstep sound plays""Footstep sound plays"
Key Moments - 3 Insights
Why does the function Footstep() only run at frame 10?
Because the animation event is set to trigger only at frame 10, as shown in execution_table row 3.
Does the animation stop when the event triggers?
No, the animation continues playing after the event calls the function, as seen in steps 4 and 5.
What happens if no event is set on a frame?
The animation just plays that frame without calling any function, as shown in steps 1, 2, and 4.
Visual Quiz - 3 Questions
Test your understanding
Look at the execution table, what is the animation frame when the event triggers?
A15
B5
C10
D1
💡 Hint
Check the 'Animation Frame' and 'Event Triggered?' columns in execution_table row 3
At which step does the output log show 'Footstep sound plays'?
AStep 3
BStep 2
CStep 4
DStep 1
💡 Hint
Look at the 'Output' column in execution_table row 3
If the event was moved to frame 5, what would change in the execution table?
AOutput log would show 'Footstep sound plays' at frame 15
BEvent Triggered would be Yes at frame 5 instead of 10
CAnimation would stop at frame 5
DNo changes would happen
💡 Hint
Refer to how event triggers are marked in the 'Event Triggered?' column
Concept Snapshot
Animation events let you call functions at specific frames during animation playback.
Set events in the animation editor to trigger functions.
When the animation reaches that frame, it calls the function.
Animation continues playing after the event.
Useful for syncing sounds or effects with animation.
Full Transcript
Animation events in Unity allow you to run code at exact frames during an animation. The animation plays frame by frame. When it reaches a frame with an event, it calls the linked function, like Footstep() in the example. The animation does not stop; it keeps playing after the event. This helps add sounds or effects timed perfectly with the animation.