lottie-ios
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Setting the progress or using stop() plays the animation
Check these before submitting:
- [x] The issue doesn't involve an Unsupported Feature
- [x] This issue isn't related to another open issue
This issue is a:
- [x] Non-Crashing Bug (Visual or otherwise)
Which Version of Lottie are you using?
Lottie 3.0
What Platform are you on?
- [x] iOS
What Language are you in?
- [x] Swift
Expected Behavior
When using currentProgress
or stop()
on the AnimationView
, the animation should move to that progress(or the start if using stop()
) instantly.
Actual Behavior
When using currentProgress
or stop()
on the AnimationView
, the animation plays to that progress (or the start if using stop()
). I can't find a way to make the AnimationView
"switch" to the new progress/frame instantly.
https://user-images.githubusercontent.com/6677483/125807090-82c9f5d7-7718-43fb-b67d-9d507fd36945.mp4
Code Example
That happens when doing
checkAnimation.currentProgress = 1.0
And the other way around if doing either
checkAnimation.currentProgress = 1.0
or
checkAnimation.stop()
Animation JSON
I can't share the JSON publicly, if it's needed for debugging purposes let me know and I'll email it to you!
@DantePuglisi I tried example from this repo and it seems this issue is related to your code and/or animation only. Could you please share more information?
@Gargo Using this repo's example I added a animationView.stop()
when the animation ends (so it goes to frame 0) and in the video you can see how it goes to 0 animating (really fast of course but not instantly as it should). The only change I did was adding that line after print("Animation Complete")
https://user-images.githubusercontent.com/6677483/126551353-d98b6a25-a3d7-4e31-8496-e759d6d32cc7.mov
This no longer happens when using the Core Animation rendering engine, which is now the default as of Lottie 4.0