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Kobold Taskmaster

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  1. Hmm, ok, I think the way you explained it makes sense... And I guess I didn't get the purpose of autoRemoveChildren. I thought it was to just not keep stacking memory on a persistent timeline if I never need to seek/replay. Thanks!
  2. I'm using a workaround now where I just check if the timeline is active when I go to add more tweens to it. If it's not active, I clear() it. Not sure if this is a bad practice or not...
  3. I have a gsap.timeline() I'm using for animation in a Phaser game. I have events which I receive from a server and I timeline.to(sprite, { x: ..., y:... }) them to move them around. I also have some fake tweens like timeline.to({ duration: 0.5 }, {onComplete: () => {}}) Everything is working perfectly, until I set the {autoRemoveChildren: true} setting for the timeline. Then the movement animations don't play for the duration of the fake tweens. And afterward, any further timeline.to movements applied happen instantly (sprite just teleports to end location). I've linked a codepen where I try to reproduce the error, but I'm actually unable to. I'm going to keep winding back my program to something closer to the codepen to see what's wrong. But in the meantime, does anyone have any suggestions on beginning to debug this based on clues I've given? I've attached some videos... Screencast from 02-27-2024 11:06:08 PM.webm Screencast from 02-27-2024 11:05:33 PM.webm Screencast from 02-27-2024 11:29:28 PM.webm
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