Hi, I'm having a problem with the animation events not saving. After I press play then quit the game, all the animation events are lost again. I'm adding the animation events using this tutorial http://docs.unity3d.com/Manual/animeditor-AnimationEvents.html. Unity 5.1.0f3 Thanks.
Update, it seems that the animation events are randomly lost. I have several prefabs, each prefab have a character model and it has its own animation, I add the animation events using the link in the original post, but after a while, they are all lost. It is really frustrating. Anyone experiencing the same issue?
I am also having the same issue. I have tested it in 5.1.0f3 and 5.1.1f1. The animation events all work fine until I close Unity and open it again, then all of the animation events are gone. I have tested this a few times, being very careful to save each time. I've discovered that this only happens on read only animation clips. If you duplicate the animation clip you want to put events on (ctrl+d) in the project pane it should become editable, and then you will be able to add animation events that are saved.
Meagatron is right. To stop this from happening you'll have to go into the Model Asset where the Animation comes from and in the Animation Setup you'll have to add the animation events in here: I guess it makes sense..... Read Only means you can't edit it. But you can add animation events to them and they work, but they just reset. This reset doesn't happen to non read only files which you can create by pressing ctrl + D on read only animation clips. But the disadvantage to just duplicating animation clips to non read only files is that when you have to update and change the animation you lose all your animation events when you duplicate the animation clip to get the updated animation.
I've been having this problem as well, but the additional complication I'm encountering is that I am using read-only animations that were imported with a figure from Blender. And when a Blender anim on a rigged figure are exported as an .FBX, the name is in the form, "<Armature Name>|<Anim name>", and so when you attempt to duplicate it, Unity complains that the name contains invalid chars (the "|"), and it won't let you rename the anims. So I'd be interested to know if there's a workaround, like maybe a setting to make in Blender's .FBX export... (I've had problems with using a Blender file directly as a Unity asset.)
It's basically as DizzyWascal writes, the right way to do it is to use the Animation events of the Animation Import Settings if you have imported animations, such as from Blender. This is documented on the Unity manual page on Animation Events on Imported clips.
Hi anyone know the issue with Unity 2019.3 when the fbx contains a lot of animation events? My unity freezes everytime I simply click that fbx file.... Please help! Thank you!