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Question by MatrixBai · Dec 10, 2012 at 10:09 AM · animationex2d

Preallocated ex2D sprite animation object not animate.

Hi community,

I got a problem with exSpriteAnimation. I create some sprite animation objects in object pool, so I can reuse them to improve performance. When the objects pool used in one scene, everything is fine, so I start to use the objects pool in all scenes. There's no problem for exSprite pool objects, but for exSpriteAnimation pool object things not go very well. Nearly all sprite animation object not playing, just showed the first frame. After check the source code of exSpriteAnimation, still have no idea where is wrong. Anyone met similar problem before?

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gabs

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avatar image MatrixBai · Dec 10, 2012 at 10:48 AM 0
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After some investigation, I confirmed the animation is working, just the sprite did not show changes. And weird thing is after I select the animation object in Unity3D editor hierarchy, everything is going well.

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Answer by gabs · Dec 10, 2012 at 08:02 PM

That's likely to be an ex2d bug. I have to do a weird hack for this to work, like:

 private exSprite sprite;
 
 void OnEnable()
 {
  sprite.Invoke("Awake", 0f);
 }

Its Awake function is protected, but callling it through an Invoke will make the sprite update again.

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avatar image MatrixBai · Dec 11, 2012 at 02:02 AM 0
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I found the solution in ex2D forum thread, set the renderCamera of the related sprite to Camera.main, it seems like when sprite into a new scene didn't update the renderCamera to new one, all subclass of exPlane may met this problem when cross scenes. Anyway, thank you for your answer let me got another solution.

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