An example of what I want to do is to play audio during different frames of an animation. This is easy to do if I make the animation in Unity because I can just set up the events in the animation window for a prefab with an audio source. The problem is I’ve imported my animation and therefore can’t add events for things like audio sources because they don’t exist on the model, only the prefab. Is there some feature I’m missing or will I have to use a workaround?
Figured out the answer. For anyone who is wondering, what you can do is drag the asset for the script you want to call methods on into the object slot. What will happen is the animator will get the component you input on the game object the animator is on. What I did was store an array of sounds and then supply an int to the animator to say which sound to play.