Comments (8)
Hi,
additional info. I found where is maybe problem.
When first animation is with one frame withouth any changes (static) then when is object instantiated, animation doesn't works. But when first animation has more like one frame with any transition, instantiated prefab play all animation.
Andy.
from spriterdotnet.
You'll have to provide additional info.
Have you tried with the latest from dev branch?
Are you getting any exceptions?
How do you instantiate the prefab during runtime?
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Was used 1.3.3 version SpriterDotNet with unity 5.3.4.
Instantiate via unity command from list of prefabs. No. I haven't any null
exception.
Andy.
On Fri, Apr 29, 2016, 12:55 AM loodakrawa [email protected] wrote:
You'll have to provide additional info.
Have you tried with the latest from dev branch?
Are you getting any exceptions?
How do you instantiate the prefab during runtime?—
You are receiving this because you authored the thread.
Reply to this email directly or view it on GitHub
#58 (comment)
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Try with the latest code from develop branch. Just remember to re-import the scml in question.
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Hi,
OK I will try it, but looks like SwapSprite(TSprite original, TSprite replacement); missing which I have used in project. Will by added or replaced with another method?
Andy.
from spriterdotnet.
It's in SpriterAnimation.SpriteProvider
from spriterdotnet.
Hi,
with dev. version all works well.
Thansk.
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Awesome, glad to hear that!
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