When trying to go.animate a vector 3 or 4 the vector doesn’t change from its original values but it still runs the on_complete-function at the end of the animation.
print(self.tint) in update shows only vector4 ( 1, 1, 1, 1 ) during that one second and then prints “Done!”
When trying to animate sub-components of script-properties like “tint.x” the console tells me
’[default:/monster#script_sprite]’ does not have any property called ‘tint.x’
Yes, of course! The mysterious “DEF-1311” means there is an issue added to the backlog and in time it will be fixed. We would like to have the issues accessible by anyone, but for technical reasons we can’t do this right now (they are a part of the internal ticketing system at King, and we can’t expose parts of it).
Want to lift this one up. Many times you want to animate vectors (tints, matrix-math, positions not belonging to gameobjects etc )
What would the workaround be? I guess right now properties x 4 stitching them together to vectors whenever being used.
The next release will add support for animating scale specifically (DEF-1696). I had hoped that it would include animating any script property, but that still remains to be implemented. I’ve added your request to the ticket as well.
Bumping this once again.
Many times you want to animate vector properties but just cannot. All material properties are vectors but must be split to 4 animations and 4 properties. Non-uniform scale is for sure a vector3 and it is supported. From the outside it just doesnt seem to be that hard to have included the general vector3/4 property as well?