I wanted to create more devices that the player could interact with to provide a more unique and fun puzzle experience. I began working on an idea that there is some sort of device that when activated would gravitate nearby objects towards it. I spent quite a bit of time working on a design for this device and came up with this:
The right hand side of the texture is where object will gravitate to when it it active and I tried to make this obvious by having a part of the device separated from the rest. In the centre of the device I drew a screen displaying a wavelength and I decided to animate this wavelength to make the device seem more authentic and interesting to look and interact with.
However when importing the frames into unity and creating the animation with these frames there was something wrong with the ordering of the frames creating this jolty and natural effect as seen below:
I looked at the animation frame by frame to try and figure at which point the animation goes wrong. I found that there were 2 frames that had duplicated and were playing at the end of each loop of the animation. I deleted these frames, however there was still a problem with the animation even without the duplicated frames. I looked at the animation again frame by frame and noticed that the design of the wavelength had changed by 1 pixel in the last few frames. I also realised that I only needed to draw 10 frames and not an additional 2.
I redrew frames 7 - 10 and replaced them within the timeline and the animation had been fixed!
Here is the fixed animation for the gravity device:
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