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User Guide
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User Guide

Animation Control Hub is an advanced Unity tool that transforms how you work with animations both in editor and at runtime.

  1. Download the package from the Unity Asset Store.
  2. Unity will detect scripts automatically and it will be ready to use.

After installation, verify that a GameObject with an Animator or Animation component shows the Open Anim Control Hub button in the Inspector. If it does, you are ready to start.


There are several ways to open Animation Control Hub:

Tools -> Latin Tools -> Animation Control Hub -> Open Animation Hub Window

When the window opens, you will see the interface split into sections:

SectionFunction
Top ToolbarSearch, filters, and settings
Target SectionTarget object selection
Animations ListAvailable animation clips
Playback ControlsPlayback management
TimelineInteractive time control
Status BarStatus and keyboard shortcuts

Animation Control Hub top toolbar

The top bar gathers the main controls.

Runtime Indicator

  • ▶ RUNTIME appears when Unity is in Play Mode.
  • It indicates the tool is running in runtime.

Search Field

  • Search filters clips by name.
  • Supports partial and case-insensitive search.
  • button to clear quickly.

Filter System

  • Sort Mode: Name, Length (Asc/Desc), Favorites.
  • button to show favorites only.
  • Filters persist between sessions.

Action Buttons

  • 🔄 Refresh: reloads list and resets pose.
  • 🗑 Clear: clears current target object.
  • ⚙️ Settings: opens settings menu.
Animation list in Animation Control Hub

Each clip displays:

  • Index number (quick navigation).
  • ★ Favorite status.
  • Clip name.
  • Total duration in seconds.
  • Progress bar (during playback only).

Interactions:

  • Click: selects clip and plays it if Auto Play is enabled.
  • Right-click: contextual menu with extra actions.
  • Tooltip: detailed info on hover.
Animation Control Hub playback controls

Main buttons:

  • ▶️ Play: starts selected clip playback.
  • ⏸️ Pause: pauses while keeping the current pose.
  • ⏹️ Stop: stops playback and resets pose (optional).

Speed control:

  • Speed Slider: range from 0.1x to 3.0x.
  • Reset Speed: returns to 1.0x.

Playback options:

  • 🔄 Loop: toggles loop mode.
  • Auto Play (in Settings): automatically plays on clip selection.
Interactive timeline with animation events

Features:

  • Manual scrubbing by dragging the timeline.
  • Current/total time markers.
  • Animation events as green diamonds.
  • Visual progress bar.

Event interaction:

  • View events directly in timeline.
  • Click to inspect and edit.
  • Drag to change temporal position.
Selected clip details panel

When an animation is selected, you can see:

  • Clip name.
  • Exact duration.
  • Frame rate (FPS).
  • Total frame count.
  • Loop Time.
  • Legacy/Modern status.
  • Number of animation events.

Mark favorites:

  1. Select an animation.
  2. Right-click -> Add to Favorites.
  3. Or use the star in the contextual menu.

Favorites management:

  • Displayed with a golden icon.
  • Use the filter to show favorites only.
  • Persist between Unity sessions.
Animator and Animation component setup

Animator Auto-Setup

  1. If the GameObject has no animation component, the tool offers to add one.
  2. Add Animator creates an initial setup with an Animator Controller.
  3. Add Animation configures a legacy Animation component.

Avatar Setup

  • For humanoid animators, assign an Avatar.
  • Auto-detect tries to find the correct Avatar.
  • You can also assign it manually from project assets.

Clip Management

  • Drag and drop clips from Project.
  • Add Clips button to add them manually.
  • Remove to delete unwanted clips.
  • Automatic compatibility validation (Legacy vs Modern).
Editing animation events in timeline

Visualization

  • Events appear as green markers in timeline.
  • Detailed info on hover.
  • Fully selectable and editable.

Editing

  1. Select an event in the timeline.
  2. The details panel shows event properties.
  3. Use Function Selector to choose available functions.
  4. Adjust parameters: string, float, int, or object.
Function selector for animation events
  • Auto-detect of public methods in MonoBehaviours.
  • Search by function name.
  • Validation of existence and accessibility.
Keyboard shortcuts in Animation Control Hub

Quick navigation:

  • Space: Play/Pause.
  • / : Previous/Next frame.
  • / : Previous/Next clip.

Open settings from ⚙️ Settings in the toolbar.

Editor settings screen

Playback options:

  • Show Details: show/hide details panel.
  • Auto Play on Select: play clip on selection.
  • Auto Assign from Selection: auto-assign GameObject.
  • Reset Pose on Stop: reset pose on stop.

Open the wizard to add more animations to the target object.

Wizard to add animations

“No animations found”

Cause: no clips assigned or Animator Controller is empty.

Solution:

  1. Verify clips in Animator Controller.
  2. For Animation component, confirm clips are loaded.
  3. Use Refresh to reload.

“Animation not playing”

Cause: incorrect setup or incompatible clips.

Solution:

  1. Check clip compatibility (Modern vs Legacy).
  2. Confirm GameObject is active.
  3. Verify Controller is assigned in Animator.

“Events not appearing”

Cause: animation events are misconfigured.

Solution:

  1. Check that the clip has events.
  2. Verify valid function references.
  3. Refresh the window if they do not update.
  4. Ensure the clip is not read-only.

using AnimControlHub;
// Open window with Animator
AnimHubUtilities.OpenAnimationHubFromAnimator(myAnimator);
// Open window with Animation component
AnimHubUtilities.OpenAnimationHubFromAnimation(myAnimation);
// Open empty window
AnimHubUtilities.OpenAnimationHubWindow();

🛠️ AnimControlHub utilities (Utility Panel)

Section titled “🛠️ AnimControlHub utilities (Utility Panel)”

Anim Control Hub includes an ecosystem of visual tools available directly in the Editor and from the Anim Hub window, and they can be switched via tabs.

Enables quick skeleton visualization in Scene view, making it easier to preview deformation in IK animations or inspect large hierarchies.

  • Supports Mirror Mode and bone synchronization.
  • You can modify size, shape, and color of bones projected in scene.

Adjusts rotation and vertical pivot directly on world grid, extremely useful for root-motion animations.

  • Lets you snap to ground (Place On Surface) centered by fixed base or pivot.
  • Allows free auto-rotation or auto-facing camera (Look At Camera).

A metric or imperial ruler to visualize model dimensions (Meters, Centimeters, Feet, or Inches) and verify that animation scale remains realistic in-game.

  • Calculates character bounds automatically (Bounds) or via Renderers/Colliders.
  • Includes its own ground plane.

An advanced inspector in the window with sliders to modify, group, and test all different morphs or facial expressions in SkinnedMeshRenderers.

  • Supports multi-edit and mirror Blend Shape sync (for example, left and right eye at once).
  • Lets you search among hundreds of BlendShapes and import/export profiles via clipboard.

If you find bugs or want to suggest improvements: