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Adding code to set animation frame to a frame callback sometimes renders the sprite before the callback finishes. If using this technique to loop an animation in an atlas with multiple animations, this can cause the first frame of the next animation to play for a split second before the animation resets.
A workaround exists where adding "padding" frames around animations can help prevent improper frames from rendering, but a proper fix is needed.
The solution may be to add some code which prevents the sprite from being redrawn while a callback is resolving.
The text was updated successfully, but these errors were encountered:
Adding code to set animation frame to a frame callback sometimes renders the sprite before the callback finishes. If using this technique to loop an animation in an atlas with multiple animations, this can cause the first frame of the next animation to play for a split second before the animation resets.
A workaround exists where adding "padding" frames around animations can help prevent improper frames from rendering, but a proper fix is needed.
The solution may be to add some code which prevents the sprite from being redrawn while a callback is resolving.
The text was updated successfully, but these errors were encountered: