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[Unity-Native] import sspj again after first import could not update animation clip correctly if we have added new frames #94

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JustusPan opened this issue Oct 26, 2022 · 1 comment
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@JustusPan
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JustusPan commented Oct 26, 2022

Version: 7.0.4.4335
SS6P4U version:2.1.11
Import Mode: Unity-Native

Steps:

  1. make a animation named "attack" in SS(SpriteStudio), then save project. we support it has 10 frames, and FPS is 60, for example.
  2. import sspj into Unity via "Unity-Native" mode
  3. we get an animation clip of "attack" now, it's default name maybe "ac_Weapon_attack", it could work well now.
  4. Then we add 5 more frames to the "attack" animation in SS, don't change the postion of existent frames, we attach 5 more frames and add keyframe data there. **the new animation works well in SS" now.
  5. import sspj into Unity via "Unity-Native" mode again
  6. we get a new animation clip of "attack" which update the old one.
  7. check the frames of "ac_Weapon_attack", the total animation length is 15 frames, correct. But all data after frame 10 is not correct. ------------------------> BUG HERE
@MasamiYitsuse
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Thank you for your report.

Bug you reported is resolved.
Please pull "Ver. 2.1.19" from the branch "develop"(or "sampledevelop") in repository.

The cause was that the animation end time had inherited the old value, even though the animation data had been successfully converted.

Thank you for all your help.

Best Regards,

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