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 ?