Sequence Preset
Share animation definitions while keeping each object's targets local
Overview
A Sequence Preset stores reusable clip definitions in a ScriptableObject. Use one for a standard panel entrance, a shared hover effect, or any animation you want to adjust in one place.
The preset stores modules, values, flow, and timing. Target components belong to each sequence that uses it, so a preset can be reused across scenes and prefabs.
Create and Use a Preset
Right-click in the Project window and choose Create -> Evo -> Tween -> Sequence Preset.
Name the asset and add its clips in the Inspector.
Select a Tween Animator state or another component with a Tween Sequence.
Assign the asset to the sequence's Preset field.
Assign target components for its clips. Empty targets resolve from the consuming component's GameObject.
Preview the sequence on that object to check the result.
Keep your own presets outside the Evo Tween package folder so replacing the package doesn't replace your animations.
Editing Shared Animations
In a consuming component's Inspector, Edit Preset selects the asset for editing. The Timeline Window can also edit preset definitions while previewing them on a scene object.
Shared edits
Changes to preset clip values and timing affect every sequence using that asset. Use Detach in the Timeline Window before making a variation for just one object.
Target bindings are stored by clip index. After adding, removing, or reordering clips in a shared preset, check the bindings on its consumers.
Changing a preset at runtime doesn't automatically rebuild a Tween Animator's prepared states. Call RefreshState(index) for an affected state, or PrepareStates() to rebuild all states.
Detaching
Detach copies the preset's effective clips and the current sequence's target references inline, then removes the preset reference. The asset itself is unchanged.
Simply clearing the Preset field has a different purpose: it brings back the inline clips already stored on that sequence.
Recording may detach automatically when it needs to add clips or split a clip into segments. See Timeline Window for how recording handles shared presets.
Public API
Use TweenSequencePreset in the Evo.Tween namespace.
| Member | Description |
|---|---|
Clips | Mutable list of shared clip definitions. |
Count | Number of definitions. |
CopyFrom(IReadOnlyList<TweenClip> source) | Replaces definitions with independent copies and removes target references. |
Assign the asset through sequence.Preset, then bind targets with sequence.SetTarget(index, component).