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NGUI 3 Support / Re: Weird behaviour (bug?) trying to animate FillAmount property of Filled Sprite
« on: July 29, 2014, 06:27:25 AM »
So I've gone ahead and implemented this (and even tried various ways to make it a bit more data driven by having a single "AnimatedProperty" component and exposing a list of string properties that the user can define, then fetching those properties on the component and animating them on the update)
Which is all well and good.
However!
Initially it looked like this wasn't working. I would scrub the timeline and play the animation and it would have no effect.
When I ran the game though I realised that actually, it is working, however it's not working in the editor.
Any idea why that might be? I would have thought that the property still gets set as normal in the editor from changes in the animation (it is definitely changing in the inspector), so why would it not update the scene view/
Any further suggestions on what I could do? As, it's all well and good that this technique is working when the game is running, but if you can't see what you're doing when you're animating, then it's all a bit moot really.
Thanks!
Which is all well and good.
However!
Initially it looked like this wasn't working. I would scrub the timeline and play the animation and it would have no effect.
When I ran the game though I realised that actually, it is working, however it's not working in the editor.
Any idea why that might be? I would have thought that the property still gets set as normal in the editor from changes in the animation (it is definitely changing in the inspector), so why would it not update the scene view/
Any further suggestions on what I could do? As, it's all well and good that this technique is working when the game is running, but if you can't see what you're doing when you're animating, then it's all a bit moot really.
Thanks!

)
