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@vamurai With audio sync?? My first theory would be that it's because the audio takes some time to load, but the audio timer should still be fine, unless I misunderstood how Unity works... that would also explain why it works the second time. To be honest I'm very confused about this too. I need to review the timing of Timeline again (for the 5th time) I guess... Also, there's only one animation, right? Or are there other? Also I'm thinking _maybe_ it has something to do with FPS somehow, though the whole point of audio link is to be fps-independent. However, it could be that while Timeline plays at the right speed, the physics can't keep up so you get late movement. Could that be it? It would work when scrubbing because you start with physics already in the right place. Those are all theories though, that's the fun of fully dynamic, physics-based animation :| If you're willing and have some time (because recently I really don't, I've been trying to release Scripter and Keybindings for more than a week and I can't find the time to just open VaM and test it) you could add something like a cube and animate the alpha in sync, see if the cube and the hand are in sync. If they are, then it's Timeline. If not, then it's physics. (or animate the light, etc. as long as it's clearly visible).
My timing tests consisted of a beep every second in a long audio, and a flash every second in Timeline, and a log showing both the Audio Clip time and the Timeline time, and everything looked in sync, but there are many variables I might have missed.
My timing tests consisted of a beep every second in a long audio, and a flash every second in Timeline, and a log showing both the Audio Clip time and the Timeline time, and everything looked in sync, but there are many variables I might have missed.