# Using Animation Events with Alembic files The Alembic package allows you set up an animation event callback for Alembic clips. For example, you could create a callback to change the Textures on an Alembic Mesh at runtime or instantiate Prefabs at a specific frame during playback. When importing an Alembic file, Unity automatically generates an animation clip that contains animation events for every frame of the clip. ![Animation Event Clip](images/abc_animationevents.png) The naming convention of the animation clip is `_Frames`. ## Setting up an Animation event To use this callback, [add a script component](https://docs.unity3d.com/Manual/CreatingAndUsingScripts.html) to your Alembic GameObject with the **AbcOnFrameChange()** method. For example, this method below prints the current frame of the Alembic file to the Unity console: ``` void AbcOnFrameChange (int frame) { Debug.Log(frame); } ``` > ***Note:*** The animation event clip does not contain any animation curves: only the per-frame animation events. As with any other Unity animation clip, you can blend and layer them in any [Animator Controller](https://docs.unity3d.com/Manual/class-AnimatorController.html). For general information about using animation, see [Using Animation Events](https://docs.unity3d.com/Manual/animeditor-AnimationEvents.html) in the Unity manual.