Aseprite Improrter generated animations get messy after changing sprites in Aseprite

So basically, I have boss animations/sprites in an .aseprite file.

I imported it into unity with the package (Aseprite Importer) and to make changes to the animations (to add colliders, events, etc.) I generated animation controller and animations.

The issue is that whenever I change frames in aseprite (remove some pixels, etc.) aseprite importer prefab does update, but since spritesheet is sorted by size (I think that’s how it’s being sorted), frames get messed up in the exported animation assets.

Any way to avoid this? I would like to have the customizability of exported anim assets, since I’m adding attack colliders and events in the animations.

Hello,
You can add events inside of Aseprite and have the Aseprite Importer injecting them for you on import. (See this docs page). However, if you need to do further changes to the Animation Clips, you do need to export the assets out, as the assets generated by the importer are read only. As soon as the asset is exported, it loses its connection with the source asset, making it no longer receive any updates from the source file.