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Image radial fill amount animate to 100%?
Any Image fill will never reach 1 when there is a transition to another animation.
As a test I set up many small images to animate fill from 0 to 1, then transition to a small tilt. They get to about 0.99901 but never 1 as you can see by the sliver at the bottom.
Settings are as follows:
According to the documentation the Exit Time condition is True on the frame where 100% of the animation has played (exit time = 1). Adding an additional frame to the animation & increasing the exit time does not seem to remedy this. If you think you know what might be going on please let me know, Thanks.
Answer by AllTheGoodNamesWereTaken · Feb 27, 2021 at 09:20 PM
According to Unity:
Animations are not guaranteed to play the last frame before a transition. This is to make sure playback is smooth, and because the animation system always evaluates only a single time per frame. You can't both have the correct frame playing in the new clip and the last frame having played too.
Whether or not that is the best behaviour is up for discussion, but too many existing games rely on the current behaviour staying unchanged, and we will not change it at this point.
If you absolutely need the last frame to have played, you can make your transition dependent on either the result of the Animation's last frame having played, or change the transition condition parameter based on an AnimationEvent that is on the last frame. The tradeoff will be that your transition will not be as smooth.
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