Akeit0
Akeit0
Then, how about setting the sampling interval (or calculating from fps) and getting the value from the closest frame or complementing the value from 2 frames?
3回スケジュールすることで対応できました。 ```cs [CustomGroupDrawer(typeof(HorizontalGroupAttribute))] public sealed class HorizontalGroupDrawer : AlchemyGroupDrawer { public override VisualElement CreateRootElement(string label) { var root = new VisualElement() { style = { width = Length.Percent(100f), flexDirection =...
LabelWidthを設定してもAdd/RemoveComponent時に同様の問題が発生するので、`Until(() => false)`のようにするしかないかもしれないですね、、
PropertyFieldからLabelを取り出してしまう方法でもうまくいきました。 ```cs //AlchemyPropertyFieldに以下を追加し、widthをいじるときはこれを用いる。 Label labelElement; public Label OverridenLabel { get { if (labelElement != null) return labelElement; var label = element.Q(); if (label == null) { return null; } labelElement...
Oh, I now understand current implementation is not so bad. But Distanced and Min/Max search are redundant.
This bug does not occur when anything other than default is selected.(Edit: Currently, in 12/10, this workaround is available for selections other than default, x64.) 
It is still reproduced in default, and x64.
Adding a state to each action would increase the size of ManagedMotionData too much. https://github.com/AnnulusGames/LitMotion/blob/main/src/LitMotion/Assets/LitMotion/Runtime/Internal/ManagedMotionData.cs LinkedList is an effective way around this. #66 (However, I was personally told by the...
Do you mean you want [SerializableMotionSettings](https://github.com/AnnulusGames/LitMotion/blob/f7df4966aa30482fb739148aba2bc7bc672dfaf6/src/LitMotion/Assets/LitMotion/Runtime/SerializableMotionSettings.cs#) to have UnityEvent? https://github.com/AnnulusGames/LitMotion/blob/main/src/LitMotion/Assets/LitMotion.Animation/Runtime/PropertyAnimationComponent.cs
Isn't EventComponent enough in most cases? https://github.com/AnnulusGames/LitMotion/blob/f7df4966aa30482fb739148aba2bc7bc672dfaf6/src/LitMotion/Assets/LitMotion.Animation/Runtime/Components/ControlComponents.cs#L24-L40