Skip to main content
Version: Next (dev)

Property Animation Asset

A Property Animation asset stores keyframes for object transforms, numeric component properties, and colors. Play it with a Property Animation Component.

Authoring

  1. Create a Property Animation asset.
  2. Use the context scene picker to choose a scene or prefab containing the objects to animate.
  3. Right-click the intended root object and choose Use Object as Context.
  4. Select the target object or component. Move the timeline scrubber to the desired time and change an animatable property to create a keyframe.
  5. Add keys at other times. Select tracks to edit their curves or gradients, and scrub or play the preview to inspect the result.
  6. Set the duration, save, and transform the asset. Assign it to a Property Animation Component on the corresponding root in your scene.

The context supplies objects for authoring; it does not replace the scene hierarchy needed at runtime. Name animated child objects before recording tracks.

Use Object as Context in the property animation editor

Tracks and Timeline

Property animation timeline with Curves, Color Gradient, Event Track, and playback controls; no track selected

The timeline below the viewport shares playback controls across the curve, gradient, and event editors. Select an animated property to display its keys.

  • FPS controls the frame grid used for editing.
  • Duration sets the animation length. Use the timeline's duration control; the serialized value is stored in animation ticks.
  • Tracks stores the property bindings and their curves or gradients.
  • EventTrack stores named events emitted as playback passes their markers.

Each track records ObjectPath, ComponentType, Property, and Target. An empty ComponentType targets the game object itself. Target selects a number, vector component, rotation axis, or color. Numeric values use a FloatCurve; colors use a Gradient.

Use curve tangents to control interpolation and color gradients for color, alpha, and intensity.

Limitations and Troubleshooting

  • Authoring requires a context root, and animated targets must lie within that root's subtree.
  • Animated child objects need names. Only the context root may be unnamed.
  • Indexed properties are not supported by the authoring path.
  • Renaming or moving children, removing components, or changing property paths can break runtime bindings.
  • Playback mode, speed, random offset, and the active time range belong to the component.

Test the asset on the intended runtime hierarchy, including event delivery.