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Why does my animation jump/lag when activating a game object?
I am trying to move a game object and its children off screen while simultaneously moving a newly initialized object onto the screen using this co-routine:
public IEnumerator FromPacksToLevels (){
GameController.Screens.LevelSelect.SetActive (true);
IEnumerator TOUT = GameController.Screens.PackSelect.GetComponent<LoadPacks> ().TransitionR2L ();
IEnumerator TIN = GameController.Screens.LevelSelect.GetComponent<LoadLevels> ().TransitionR2L ();
StartCoroutine (TOUT);
StartCoroutine (TIN);
yield return new WaitForSeconds(0.55f);
GameController.Screens.PackSelect.SetActive (false);
}
The transitions (TransitionR2L) look like this:
public IEnumerator TransitionR2L(){
IEnumerator Slide = BasicAnimations.RelativeMove (gameObject, slideLeft, .5f);
StartCoroutine (Slide);
yield return null;
}
This works ok, but there is a noticeable lag/jump in the animation the first time that it runs. Successive transitions are smooth (if I go back and forth between levels and packs) but the first one is not.
Is there something I need to do or check to see if an object and its children are fully initialized before initiating the transition animation?
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