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Mirroring messes up Sine behavior angles of hierarchy children #8245
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Update: there is a workaround but it involves multiple steps:
This workaround requires the sprites to have the same angle as the instances, which is not necessarily the case in all situations. If C3 can have an option that can help with this process, that would be nice. |
Minimal repro: |
Hello, |
This is a really difficult case involving the way the Sine behavior reacts to unexpected changes, some complicated math behind the way mirroring is handled, and deeply nested hierarchies. It may take some time to figure it all out. |
BTW, I'm not actually clear there's a bug here yet - the core problem is the Sine behavior reacts to unexpected changes in properties like the angle by resetting the initial value, which basically de-syncs the oscillation. So for this to work like you want it to, it is going to be necessary to involve setting the cycle position to 0 and then updating the initial state, regardless of whether there is a bug here. So it may be that your workaround is basically already the best way of handling this. |
Problem description
Mirroring an object causes Sine behavior to be messed up in all hierarchy children.
Attach a .c3p
test mirror.zip
Steps to reproduce
Observed result
Sine behavior angle is messed up.
Expected result
Sine behavior angle updates relative to the new angle.
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