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Currently on Sprite GameObjects, sequences which exist on a Texture Atlas are auto-inherited by the Animation Component. This functionality, while nice, can potentially lead to creation of many unused Animation Objects on Sprites if there are a lot of sequences.
Proposed by @stupidlikeafox is to turn off this functionality by default (will still keep the functionality there) and instead to create a new method on the AnimationManager.
This new method would require a string to be passed, the AnimationManager would then create a new Animation for any Sequences (on the current TextureAtlas used by that GameObject) which names match the string.
The text was updated successfully, but these errors were encountered:
When the Animation Manager doesn't contain an animation which has been told to play (via methods such as play, switchTo, and playAt) it will now search its TextureAtlas's sequences for an matching name and auto inherit it.
Currently the Auto Inheritance is still turned on by default, so this will not have any performance enhancements for users using the vanilla version of the AnimationManager. But anyone who adding components themselves can see the enhancements.
Currently on Sprite GameObjects, sequences which exist on a Texture Atlas are auto-inherited by the Animation Component. This functionality, while nice, can potentially lead to creation of many unused Animation Objects on Sprites if there are a lot of sequences.
Proposed by @stupidlikeafox is to turn off this functionality by default (will still keep the functionality there) and instead to create a new method on the AnimationManager.
This new method would require a string to be passed, the AnimationManager would then create a new Animation for any Sequences (on the current TextureAtlas used by that GameObject) which names match the string.
The text was updated successfully, but these errors were encountered: