To create a new Animation ClipAnimation data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. More info
See in Glossary, select a GameObject in your Scene, and open the Animation Window (top menu:) Window > Animation > Animation.
If the GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary does not yet have any Animation Clips assigned, the “Create” button appears in the centre of the Animation Window timeline area (see Fig 1: Create a new Animation Clip).
Click the Create button. Unity prompts you to save your new empty Animation Clip in your AssetsAny media or data that can be used in your game or project. An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary folder.
When you save this new empty Animation Clip, Unity does the following:
All the required elements of the animation system are now set up, and you can begin animating the GameObject.
If the GameObject already has one or more Animation Clips assigned, the “Create” button is not visible. Instead, one of the existing clips is visible in the Animation window. To switch between Animation Clips, use the menu in the top-left of the Animation window, under the playback controls (see Fig 2: Adding more Animation Clips).
To create a new Animation Clip on a GameObject that has existing animations, select Create New Clip from this menu. Again, Unity prompts you to save your new empty Animation Clip before you can work on it.
The above steps automatically set up the relevant components and references. However, it is useful to understand how the pieces connect.
The diagram below shows how Unity assigns these pieces, starting from the new Animation Clip in the Animation Window (see Fig 3: Animation Clip Diagram).
After you create a new Animation Clip, you can now see:
Assets
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