I was thinking of using the Playable API to control my animations instead of the state machine. I used the Playable Director to create two Playable Assets (idle and attack). Each playable asset contains two skeletal meshes (body, head) with their own animations. They also control audio, particle effects, color tint and animate hit boxes. It seems like the playable assets can be used directly with the playable graphs. The code below plays the audio in the asset. Code (CSharp): public PlayableAsset testPlayable; ... Playable playable = testPlayable.CreatePlayable(playableGraph, this.gameObject); playableOutput.SetSourcePlayable(playable); I’d like to set the exposed properties for the playable. I thought I could use playable.GetGraph().GetResolver().SetReferenceValue() but the reference table seems to be null. Questions: 1: Is it ok to use playable assets for character states or should I only use them for cut scenes? 2: How do I set the exposed properties for a playable? e.g. character to apply animation to. 3: Does a playable asset work with the mixer? I’m guess it would just apply the same weight to all tracks when blending. 4: If the mixer does automatically control mixing is it possible to not mix the audio channels? e.g. don’t want sound to fade out / in between states.