The animation editor - how do you get it to save events?

I’m trying to set up a simple animation to test this. All I want to do is rotate something using the animation editor (and please don’t say use rotate in script as that’s not the goal here!)

So in the Hierarchy I select the root of a prefab which makes all the parts available to the animation editor. I select something I want to animate (in this case rotate around Y for Transform.Rotation.Z) click record and create an event. Nothing indicates that an event actually has been created at this point.

Then I move the timeline to 1 sec and then I move the objects rotation handle to make the changes, I understand that the animation editor is supposed to automatically create another event and fill it with the new rotation value. The editor does actually move about making it look like something is going on (a horizontal line moves up and down - not a nice curved line from event 1 to event 2 as I’d expected).

So I play and guess what? That’s right nothing happens! :slight_smile:

Somewhere along the line the events just aren’t getting created (except they are according to the animation window, they just don’t contain any rotation.Y value).

I’m utterly confused about how to do this. Any pointers?

Everything’s working as intended now. The problem was I was dragging the event icon on the timeline not realising that you could drag the event through time. I thought it was merely a handle for the timeline!

Also - if anyone is following the book tutorial “Game Development with Unity” by Michelle Menard it might be worth also watching the video tutorial Lester Banks tutorial as it is more up to date. While the book is very good I struggled a bit on this part. The video set me straight very quickly however.