Do timeline clips push UI update when they're not transitioning?

Animator and Animation component have the nasty habit of forcing a UI rebuild even when not playing so I was wondering if timeline clips had the same bad habit.
In other word, are they an optimum way to animate complex UI transition?

Unfortunately yes, Timeline Animation has the same limitations as the other Animator-based workflows :(.

that’s very weird.
none of the parameters change though so I don’t understand why the canvas is rebuilt, can you explain what’s happening?

Animation pushes updates to ensure consistency. This is done so that your rarely-animated values don’t get stuck into some weird interpolated value when you interrupt transitions. It’s more pertinent for characters than UI (where you kinda want that), but it’s what it is.

Then UI uses the same values for what gets set (and animated) in the Editor as for the values driven by parent canvases. When Animation changes the values, the canvas doesn’t know how to make the difference between what’s been animated and what is legitimately inherited by parent canvases, or otherwise driven by the UI system.

So essentially, when animated, it has to assume that everything changed.

Gotcha,
I’ll keep an eye out for ms and probably use timeline UI only when it’s the center of attention, not in-game.
But off course I don’t really want to have many different solutions for the same problem so I kinda want to use timeline in-game. Since it’s a matter of state control and I can do that explicitly with the UI control logic, Is there a hack to turn off update without the UI resetting to some zero position?

I think disabling the Animator should work.

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I’ll try that … and report if it breaks :wink: