Very impressive how versatile it is seeming to be. I did quite a kludge to deal with NPCs customization and yet it was very easy to get their animation packed together with all dynamic objects on scene working. Without root transform by some reason. Probably around the hierarchy and instantiation mess. In some separate scene I saw that the script does deal with animations that move the root, but after a while the EZReplayManager prefab broke for the whole project. I tried reimporting, deleting it whole and reimporting, but I keep getting the error bellow 4 times while the EZReplayManager prefab inspector lost the part after the option "Precache GameObjects". NullReferenceException: Object reference not set to an instance of an object EZReplayManagerEditor.OnInspectorGUI () (at Assets/EZReplayManager/Editor/EZReplayManagerEditor.cs:84) UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect, Boolean eyeDropperDirty) (at C:/BuildAgent/work/d63dfc6385190b60/Editor/Mono/Inspector/InspectorWindow.cs:1089) UnityEditor.DockArea:OnGUI() Any ideas? Is this a bug? I'm really excited to implement it, I just need to fix this. EDIT: Restarting Unity itself did restore it. But I'm concerned if it will break something further ahead, so I'll leave the question if it is something I should take care.