Quantcast
Channel: Questions in topic: "independent"
Viewing all articles
Browse latest Browse all 102

Animation clip skipping keyframes when FPS drop?

$
0
0
have a simple setup in my animation clip for a **sword attack**: ![alt text][1] Just a basic sprite animation and two gameobjects that are **disabled/enabled via keyframes**. One of the GameObjects is a "damage" object (collider) I use as a slash for attacks, so it turns on on a certain part of the attack and then turns off on another. Simple enough. But I noticed with horror that when the editor started to skip frames due some lag, **sometimes the keyframes that turned on the damage object were skipped**, so the collider never appeared on the attack. This obviously would break the game when the fps drops. Haven't tested this on an actual build on a slow device, but is this behaviour expected? Is it only something that happens on the editor preview? Or this approach is not a reliable way of doing game logic? Thanks in advance for your help! [1]: https://i.imgur.com/wjgZSwv.jpg

Viewing all articles
Browse latest Browse all 102

Latest Images

Trending Articles



Latest Images

<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>