I'm trying to use the Sprite Library and Sprite Resolver to swap character sprites in an animation. My intention is to create one set of animations that I can use amongst all characters in my game, just by swapping the sprite sheet. It isn't working as intended though. The documentation says I should change the Label in the Animation, though the closest property I have to that is "Label Hash". I made keyframes of that, then set the dopesheet's key frame tangents to Constant. In the editor, the animation preview seems to work fine: But in runtime, it looks like this: And when I try to inspect the curves in my animation, I get this error: Mesh 'ControlPointRendererMesh': abnormal mesh bounds - most likely it has some invalid vertices (+/-inifinity or NANs) due to errors exporting. Mesh bounds min=(36.00, -nan(ind), 0.00), max=(1064.00, -nan(ind), 0.00). Please make sure the mesh is exported without any errors. UnityEngine.GUIUtilityrocessEvent(Int32, IntPtr) Has anyone had success doing frame-by-frame sprite swaps in 2D animations using the Sprite Resolver? I'm not sure what I'm doing wrong here.