I'm sequencing a series of sprites within Unity's animation editor, and I noticed that I can actually toggle the enabled property of UISprite components within the animation editor, which seems to toggle visibility correctly. This lets me swap between a blurred and focused sprite to have a fly-in effect, for example.
Is this a good idea? I know that in an extremely small timescale, the interpolation may result in both sprites being visible at the same time, but I can't think of any other problems, and it's nice to be able to see the sprites switching while editing animations. Are there other issues with directly disabling UIWidget components?
I imagine that I could also animate a custom script property that handles clean switching between frames in a nicer manner, but it wouldn't be visible inside the animation previews in the editor.