Results 15 comments of Rupert Key

> I have no plans to do this. I am aware of how outdated the software is and how the lack of Pi 4 support is disappointing but I'm just...

> Right, you want it to block, just not keep the Lua thread running while waiting for the results from the QueryAsync thread. Got it. > > @LimpingNinja I was...

Hi, I'm seeing this too. It seems Spriter is using linear curves by default whereas, when imported into Unity, they're coming out as something like acceleration curves -- smoothed curves....

Oh hey, didn't realize you'd actually reply! (browser only updated after I updated my post above!) Well, since I've done the base work, I'll see if I can finish it...

Update: The problem is due to 3 things: 1. use of the AnimationClip.EnsureQuaternionContinuity() method which removes the provided curve tangents. 2. Incorrect curve tangents being provided (none). 3. the Spriter...