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Annoying feature/bug?

Cocos

Sorry to litter up the forums with a question like this but I couldn’t find anything about it anywhere online… So… I have made some shaders that use time to essentially animate themselves. Whenever I attach them to a material, and then a sprite in the engine, I can see them moving in the editor as expected.

Bug 40
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Annoying feature/bug?

Cocos

Sorry to litter up the forums with a question like this but I couldn’t find anything about it anywhere online… So… I have made some shaders that use time to essentially animate themselves. Whenever I attach them to a material, and then a sprite in the engine, I can see them moving in the editor as expected.

Bug 40
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. Animation: Add animation_started/finished signals to AnimationTree and fix time accuracy in StateMachine ( GH-70278 ). Bug reports.

Beta 105
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Godot gets a brand new animation editor (with cinematic support)

Mircosoft Game Dev

The existing animation system in Godot was already one of the most powerful of any game engine, but its age was starting to show (it was written 10 years ago and barely improved). Animation editing was one of the first distinctive Godot features. All is done transparently by simply animating property states. A bit of history.

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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. Animation: Add animation_started/finished signals to AnimationTree and fix time accuracy in StateMachine ( GH-70278 ). Bug reports.

Beta 80
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How to get started with Unity Game Development – Tips & Tricks from iXie Experts

iXie gaming

Advanced animation techniques Explore Unity’s animation system to create complex and visually appealing character and object animations. Use features like blend trees, inverse kinematics (IK), and animation events to achieve lifelike movement and interactions.

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Getting started with HaxeFlixel in 2021

Radiator Blog

The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. I have to pay to use more than 1 font, or make an animation more than 5 seconds long? Reminder: for iOS, that means WebGL 1.0 and no WASM.) I didn't try to find out.

Sprite 52