On devices with a low framerate I noticed that even a single basic animation isn’t always playing until the end of the animation.
The exit time i have set to 1 with a keyframe at the end of the animation dasn’t prevent the animation from stopping before the end is reached on device with a low FPS.
I can test this in de Unity editor also by forcing the FPS to a very low value like this:
QualitySettings.vSyncCount =0;
Application.targetFrameRate =10;
Doing this will make the animation stop before executing the final key frame location at different timeline locations near the end frame. Resulting in objects almost reaching the end coordinates but not reaching it completely (most of the time or some of the time depending on the FPS) and every time the end location is a bit different.
The workaround i done so far is to add an copy of the keyframe later in the timeline and making the timeline longer. Or moving the animation to a new animation that has the end values from start to end but that seems a bit over the top.
In some cases i noticed that also the code event i placed in the timeline wasn’t triggered at times.
Am i missing something or is this a known bug ?
