Can't add animation event because there's too many functions to select from

This is a pretty serious limitation I just hit.
I can’t add an animation event to call a function I just wrote just because there’s too many functions taking up the list.

One of the functions I wrote which only takes a bool argument does not appear in that list. I really don’t want to change the method signature just to get it to appear (and honestly I shouldn’t have to).

Is there a way to deal with this problem? I’d like to avoid a gimicky workaround if possible. I saw on another post a suggestion to parent what you want to animate to an empty game object and animate that, so that’s what I’d consider gimicky.

Well, I ended up thinking of a viable workaround. Just remove some scripts from the object, to shorten the list of functions to choose from, pick the function you need for the animation event, then add the script back.

Also, I had a somewhat hidden problem as well within this question. I tried using a function that took a bool as a parameter for the animation event, but according to the docs, “The parameter can be a float, string, int, object reference or an AnimationEvent object.” Silly me.

Just ran into the same issue. Turns out keyboard up and down arrows allow you to scroll through the list. Also there is a small pointing arrow on the top of the list which wasn’t working until i used the keyboard arrows.

First of all, for some reason, bool values aren’t supported as parameter in animation events.
I think that’s the reason for your issue.

Otherwise, your function will appear no matter the amount of methods you have in your class. Other answers have said you can navigate it with arrows, and that’s correct. Indicators will appear to let you now there are more functions below or above.

I would also recommend you separate some functions in different scripts or at least make them private or protected if not needed to be public.

Oh, I just saw you already discovered the problem haha. Sorry. Welp, hope this helps some one else, though.