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Animated Tile Start Time doesn't work?
I create 2 Animated Tiles with same animation sprites but different start time. 6 sprites in total, Tile 01 start time set at 0, while Tile 02 start time set at 4. However both still play the animation from sprite 0 and in sync.
Unity version: Unity 2019.3.0b8
Here is my animated tile, both still play from sprite 0 on play mode.
This looks like a bug. We will check it out!
Sorry for the late reply!
Would it be possible to share the AnimationFrameRate
of the Tilemap where you have placed your AnimatedTile? The Start Time is somewhat tied to that property, where the starting frame of the animation would be Start Time / AnimationFrameRate
.
Sorry for the late reply!
Would it be possible to share the
AnimationFrameRate
of the Tilemap where you have placed your AnimatedTile? The Start Time is somewhat tied to that property, where the starting frame of the animation would beStart Time / AnimationFrameRate
.
I set it at 12 fps. I also upload project with the sample here if you want to test it out.
If you set Start Time to 0.25 for Ripple_01, you would get the same result as Ripple_02, due to the Start Time / AnimationFrameRate
calcuation.
That being said, this is probably not too intuitive and this property should just simply be Start Frame
?
If you set Start Time to 0.25 for Ripple_01, you would get the same result as Ripple_02, due to the
Start Time / AnimationFrameRate
calcuation.That being said, this is probably not too intuitive and this property should just simply be
Start Frame
?
ah I see, I think its way better if its Start Frame
instead since its way easier to use rather than calculating exact time of certain frame. However it might break other user if they actually use Start Time
, maybe create Start Frame
as optional replacement? (like drop down)
Sounds fair, we will update Animated Tile with this!