Hi everyone,
In Studio, I need to play a scale animation at a certain point in my experience on an entity that also has a GLTF model attached to it. It was working fine until I added a Collider component to this entity.
β’ Without a collider attached to my entity, I can trigger a scale animation using ecs.ScaleAnimation.set(β¦) in my code when needed.
β’ With a collider attached, if I try to call ecs.ScaleAnimation.set(β¦), the GLTF model does not scale up.
Here I created a very basic code to reproduce the issue in a smaller experience:
If you perform the same test using an event listener either from a button click event or by calling world.events.dispatch(...)
,you get the same result: with a Collider component, the scale animation never scales up my model.
Although even with a Collider attached to the entity, if in your custom component you immediately call ecs.ScaleAnimation(..)
in the add: () =>
function the scale animation will be working. But from the moment you play the animation inside a callback, delay it, it wonβt scales up the model.
Is this a bug or not? How can I delay a scale-up animation to be played only when I need it? Let me know if you need more details or something is unclear in what I shared.
Thank you