0
\$\begingroup\$

I a making a display with various messages prerecorded in a texture in a restricted environment I am not in control for Unity 2022.3.22f1. This is technically a flipbook which is animated differently.

I am required to use Animators (Write-Defaults on) and a Unity Standard compatible shader, no C# scripts of custom shaders allowed.

I am using an Animation clip that slide the UV V axis from 0 to 1 and pin the V scale at 0.125 (default material value) that is controlled through my direct blend-tree. I manipulate Animator parameters to select a specific message.

However in play-mode and in testing, Unity ignore the UV V axis scale and magically set it to clamp the texture top at UV 1 which is exactly what I did not asked Unity to do and This does not occur when I preview the animation clip. I tried a few workarounds:

  • Animating the U axis produce the same behavior.
  • Animating only the V offset and not other values does not works.
  • Using a 1D subblend-tree Unity produce V scale and offset with a seemingly random interpolation error though it should fully activate a single animation at every steps.

So how do I prevent, without C#, Unity to mess up with the UV values ?

\$\endgroup\$

0

You must log in to answer this question.

Start asking to get answers

Find the answer to your question by asking.

Ask question

Explore related questions

See similar questions with these tags.