Comments (11)
Update: I went and looked at the penguin example to see if I had the same issue like @HaoliangHsiao mentioned, but I did not. I checked the version for flare_flutter and it was using 1.0.5, but my project was on 1.0.4. I updated my project to 1.0.5 and the issue went away.
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@luigi-rosso This issue does not happen on release build. It's work. Thank you.
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We should open this issue on the Flutter repository as clearly there's something quite reproducible here that's affecting the Pixel devices. I'm on it :)
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I was able to reproduce this on my Pixel 2, but it's somewhat random, as if you have to stop it on the right frame that somehow causes the problem. It's much clearer in the https://github.com/2d-inc/Flare-Flutter/tree/master/example/simple where it can be seen while the animation is playing.
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Are you running the example/penguin_dance app or have you made any modifications to it? Could you share your source, if so?
I don't see this on my side, but I'm curious if you're doing something that's causing the actor to not advance after an update.
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I'm having the same problem in my project. I have a simple animation and after I run it one and then update isPaused to true it stops animating, but afterward, when I attempt o update isPaused to false it doesn't start animating again.
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I think this new issue @HaoliangHsiao is facing could be related to flutter/flutter#25426. Try running flutter upgrade
to see if it was related to that issue. Let me know, I can't seem to repro this with any of the examples.
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I used your demo code 'Rockin' Penguin' on Pixel 3 Max.
This is my Flutter doctor :
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel master, v1.1.5-pre.16, on Mac OS X 10.13.6 17G65, locale
zh-Hant-TW)
[✓] Android toolchain - develop for Android devices (Android SDK version 28.0.3)
[✓] iOS toolchain - develop for iOS devices (Xcode 10.1)
[✓] Android Studio (version 3.1)
[✓] Connected device (1 available)
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Thanks @HaoliangHsiao, could you try it in release mode and see if it makes a difference?
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I try to uesd v1.1.4, The issue will happen a few times.
[✓] Flutter (Channel master, v1.1.4, on Mac OS X 10.13.6 17G65, locale
zh-Hant-TW)
[✓] Android toolchain - develop for Android devices (Android SDK version 28.0.3)
[✓] iOS toolchain - develop for iOS devices (Xcode 10.1)
[✓] Android Studio (version 3.1)
[✓] Connected device (1 available)
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I'm curious if it works in release mode as I have a similar issue with a Pixel 2 that corrupts the graphics in debug mode, but works fine in release.
flutter run --release
I might need to go pick up a Pixel 3 :-)
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Related Issues (20)
- Migrate to null safety HOT 8
- Add debug mode HOT 1
- Migration to Null-Safety HOT 3
- Request for Clarification: Flare-Flutter vs Rive Flutter Runtime Use Cases HOT 4
- LateInitializationError HOT 8
- Null Safety for flare_dart HOT 3
- Placeholder widget while animation is loading
- 3.0.0 antialiasing no longer working HOT 13
- IK Constraints not working HOT 4
- Difference between flare-flutter and rive-flutter HOT 4
- FlutterActorImage not visible FlareActor
- Clear Memory after finish an animation HOT 2
- Can't load FlareActor.bundle on Android HOT 2
- Unhandled Exception: Exception: LateInitializationError: Field '_paint@235459774' has not been initialized HOT 2
- LateInitializationError: Field '_paint@xxxxxx' has not been initialized HOT 2
- LateInitializationError: Field '_setupAABB@43245341' has not been initialized HOT 1
- Flutter 2.10 & 3.0 throw warnings during compilation HOT 3
- Warning: Operand of null-aware operation '?.' has type 'SchedulerBinding' which excludes null. HOT 4
- update HOT 1
- Flutter3 Error HOT 2
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