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AndyGFX avatar AndyGFX commented on September 15, 2024

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.

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loodakrawa avatar loodakrawa commented on September 15, 2024

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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AndyGFX avatar AndyGFX commented on September 15, 2024

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?


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#58 (comment)

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loodakrawa avatar loodakrawa commented on September 15, 2024

Try with the latest code from develop branch. Just remember to re-import the scml in question.

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AndyGFX avatar AndyGFX commented on September 15, 2024

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.

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loodakrawa avatar loodakrawa commented on September 15, 2024

It's in SpriterAnimation.SpriteProvider

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AndyGFX avatar AndyGFX commented on September 15, 2024

Hi,

with dev. version all works well.

Thansk.

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loodakrawa avatar loodakrawa commented on September 15, 2024

Awesome, glad to hear that!

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