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Automatically replace sprites in animations to create new variants of your animations, animator controllers and prefabs, or change the binding to a different child object's sprite renderer.
Render pipeline compatibility
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Unity VersionBuilt-inURPHDRP
2021.3.0f1
Compatible
Compatible
Compatible
2019.4.1f1
Compatible
Compatible
Compatible
Description

You have a lot of 2D characters and want to reuse your animations with their own spritesheets? Instead of manually updating your animations, sprite by sprite, let Sprite Animation Swapper handle this task for you, fast!


Website | Documentation


Sprite Animation Swapper can automatically find matching sprites in a spritesheet, either by name or index of the individual sprite that's used in your animations. If you use the same spritesheet layout for your characters, this'll be a one-click update for all animations of a character.

You can either update your existing animations, or create a new copy of the animation (including new animator override controller and prefab using those animations).


Changing Sprites

Drag and drop the assets you want to use into the editor and hit the Auto Replace button - that's all. But no worries, changes are only made if you save them. The editor will list all animations with their keyframes and the changes that'll be made. You can also manually adjust the used sprites or use a specific spritesheet for an animation's auto replacement.

The project tab's context menu can be used to quickly open/add assets in the editor or auto replace sprites in one go - you only need to save the changes.

If your animations came from a prefab, the prefab's sprite renderers can also be updated with new sprites.


Changing the Binding

You've changed the setup of your prefab or want to reuse an animation on a prefab where the Sprite Renderer is on a different child object?

Sprite Animation Swapper allows you to change the binding of a sprite animation. If the animation was added using a prefab, all available Sprite Renderers of the prefab are available in a popup field. Otherwise, not coming from a prefab, you can freely define the path to the Sprite Renderer in a text field.


Saving

Once you're fine with your changes, you can either save it directly on the existing assets, or create new copies for the changed versions. Saving as copies will automatically create a new prefab, animator override controller and animations for you, ready to go.


Please Note

Sprite Animation Swapper is only for editing or copying existing animations in the editor. Changing sprites in animations at runtime is not supported. Also, sprite animations are only supported by Mecanim animations.

This is an editor extension and doesn't contain any sprite assets.

Technical details
  • Change sprites in existing animations
  • Automatically replace sprites by finding matching sprites based on name or index within a spritesheet
  • Rebind animations to use a different child object's Sprite Renderer
  • Optionally create new variants of animations, animator controllers and prefabs using the animations
  • Project tab context menu integration to quickly open/add assets and replace sprites
  • Full source code included
  • Only for updating/copying existing animations in the editor, doesn't change sprites in a running game

Sprite Animation Swapper

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This asset is covered by the Unity Asset Store Refund Policy. Please see section 2.9.3 of the EULA for details.
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License type
File size
38.0 KB
Latest version
1.0.0
Latest release date
Apr 11, 2024
Original Unity version
2019.4.1
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