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
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