If you have spent any significant time building games in Unity, you know the single biggest productivity killer: entering Play Mode just to verify a two-second character animation, a UI window transition, or an environmental asset loop. In my 8+ years developing Unity titles, context-switching into Play Mode hundreds of times a day destroys focus and adds hours of idle waiting time across a production cycle.
The Editor Animation Viewer addresses this pipeline bottleneck directly. Built as an editor extension, it hooks into Unity's native AnimationMode and EditorApplication.update callbacks, allowing developers, animators, and technical artists to preview, scrub, isolate, and audit animation clips directly inside the Scene view and Editor window without launching the runtime engine.
Architecturally, the tool operates by sampling target AnimationClip data directly against Animator and Animation components in Edit Mode. It safely isolates transforms, material properties, and component parameters, preventing temporary animation states from permanently dirtying your project's scene files or modifying saved prefab values.
What makes this tool stand out from simple built-in inspector previews is its deep integration with complex Unity components and rendering pipelines. Here is a breakdown of what it brings to the table:
Animator setups, legacy Animation components, UI RectTransform transitions, and material parameter tracks.In my experience, this asset proves invaluable across several key project types and development tracks:
Aligning hitboxes, weapon socket points, and particle trails with keyframes (like attack impact frames) usually requires precise frame scrubbing. This tool lets technical animators step through attack combos frame-by-frame directly in the Scene view while tweaking collider triggers.
Mobile games live or die by the responsiveness and polish of their interface. Scrubbing complex CanvasGroup fades, scale bounces, and HUD element shifts in Edit Mode cuts iteration time down to seconds, enabling fast polish passes for menu screens.
Setting up dynamic scene hazards, moving platforms, opening doors, or environmental foliage shaders becomes much cleaner when you can scrub environmental animation timelines alongside surrounding geometry.
Integrating Editor Animation Viewer into your workflow is straightforward. Once imported into your Unity project, follow these steps to set up your primary work environment.
Navigate to Tools > Editor Animation Viewer in the top menu bar to dock the main control window alongside your Scene view or Project Hierarchy.
Select any GameObject in your scene featuring an Animator or Animation component. The viewer automatically detects available AnimationClip references associated with the target's Controller, or allows you to drag and drop external clips straight into the preview slot.
For custom editor scripts or automated rigging workflows, you can drive the sampling engine programmatically. Here is a practical example showing how to trigger clip sampling from a custom Editor script:
using UnityEngine;
using UnityEditor;
namespace TechnicalReview.EditorTools
{
[CustomEditor(typeof(Animator))]
public class CustomAnimationSamplerEditor : Editor
{
private float _sampleProgress = 0f;
private AnimationClip _targetClip;
public override void OnInspectorGUI()
{
DrawDefaultInspector();
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Quick Animation Sampler", EditorStyles.boldLabel);
_targetClip = (AnimationClip)EditorGUILayout.ObjectField("Clip Target", _targetClip, typeof(AnimationClip), false);
_sampleProgress = EditorGUILayout.Slider("Timeline Position", _sampleProgress, 0f, 1f);
if (_targetClip != null && GUILayout.Button("Preview Frame"))
{
SampleTargetClip();
}
}
private void SampleTargetClip()
{
Animator animator = (Animator)target;
// Enter Editor Animation Mode safely
if (!AnimationMode.InAnimationMode())
{
AnimationMode.StartAnimationMode();
}
AnimationMode.BeginSampling();
AnimationMode.SampleAnimationClip(animator.gameObject, _targetClip, _sampleProgress * _targetClip.length);
AnimationMode.EndSampling();
// Refresh Scene view to show transform changes
SceneView.RepaintAll();
}
private void OnDisable()
{
// Exit animation mode to restore default scene transforms
if (AnimationMode.InAnimationMode())
{
AnimationMode.StopAnimationMode();
}
}
}
}
Here is an honest breakdown of where this tool excels and where you should exercise standard developer caution:
| Category | Tools / Animation |
|---|---|
| Latest Version | v1.1.1 |
| File Size | 3.38 MB |
| Added to Platform | July 18, 2026 |
| Views | 2 views |
| Downloads | 2 downloads |
| Favourites | 0 favourites |
| Official Store | Buy Original License on Unity Asset Store → |
| Issue with Package? | Report Broken Link → |