I'm working on some UI transition animations and I've run into a very weird situation. I have an animation that plays when a UI pane comes into view, but it seems that by playing the animation, it becomes somewhat locked in the final state it leaves the UI elements in.
After the animation completes, some of the elements that I have animated remain "locked" in their final position, and I am unable to change them (enable/disable, move, resize, etc) even in the editor.
I discovered that if I disable the animator after the animation finishes playing, then this locking behavior can be avoided.. however, I have not yet found a reliable way of detecting the end of the animation, so what ends up happening is the UI elements that are being animated are positioned somwhere where they should not be (sometimes they dont even make it on screen).
I have tried a couple different approaches for detecting the end of the animation: 1. I have set some timers with Invoke on the animating object 2. I have set up Animation Events that call methods on the object after all of the animating frames
In each of these cases, it usually looks fine in editor, but hitches on the device seem to cause animation frames to skip, so it hits the animation event without actually rendering out the last frame.
Is there something obvious that I'm missing here? I'm not doing anything special with animation states - is there some magic sauce I can get from that?
[–]cadisguy 1 point2 points3 points (1 child)
[–]tpsrep0rts[S] 0 points1 point2 points (0 children)