iPhone Match Example Animation Problem

I noticed that there is an issue with the animation not completing when the cards are being revealed. Is anyone else seeing this problem? I don’t see it in the editor, only on the iPhone.

Is it a problem with the fps file? Maybe the frame rate?

Cheers

I haven’t really looked at the iPhone Match Example too much, but I did have a problem in my game where an animation wouldn’t complete. Like you mentioned it happened only on the iPhone and not in the editor. It was also intermittent, so sometimes the animation would complete and other times it wouldn’t. Weird.

I ended up not using that part of the game and so I never really looked into it to see what the problem was or what the solution was.

Sorry I know that’s not a particular helpful response, but maybe I’ll look into again and see if I can figure it out.

Cheers

Michael.

That’s happening to me sometimes too, in my game. Sometimes in the Editor, but more often on the device. I think it’s probably because I am total newbie though and have somehow stopped the animation with another script.

But if it’s happening in the iPhone Match example, definitely bug report it; if you can replicate it!

I’m working on a memory game using two scripts from the iPhone Match example as a starting point (after shelving my way-too-complex flying game for the moment!) and I’ve noticed this too.

My uneducated guess is it’s simply the engine getting caught up, trying to process other bits of code while the animations are playing. I’ve tried quite a few things, from removing all particle effects and sounds to rewriting most of the cardSelection script, and cards still occasionally get stuck half or 3/4 of the way through the ‘reveal’ animation.

I figured it was a coding issue but it could be something with the engine…

It would be interesting to hear from someone with iPhone Advanced, if stripping away unused parts of the engine reduces enough overhead to fix the animation glitches…

Hi guys I’ve got the same issue. Its not a perfect fix but I’ve found adding extra keyframes at the end of my animations helps a lot.

I made sure key frame reduction was turned off and extended the length of each animation adding keyframes in its finished state. I’m afraid I don’t know much about unity but this seems to have fixed the problem in my project.

Thanks for the tip!

Now that you mention it, keyframe reduction itself might be the source of the problem - frames getting mistakenly cut? I’ll remove keyframe reduction from the ‘reveal’ animation in the iPhone Match example to see if that alone can fix the problem. If not, adding extra frames seems like a reasonable solution.

UPDATE - Removing keyframe reduction alone didn’t fix it, but removing keyframe reduction AND changing the last frame of the reveal animation from 11 to 13 seems to help quite a bit. Thanks again for the tip!

Thanks Hal_OverKillGames/cheezorg,

Both of these changes have made the problem disappear! The animation runs properly now.

It’s so nice to have a community like this that helps each other out.

Unity rules!!!