Fixed start time when normalized time is not zero#1
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In our game we have a character and a weapon as separate meshes. We use MeshAnimation for character and simple legacy animation for weapon. It works fine, but when start time is not equal to zero, animations go out of sync:
bug.mov
Example code for reproduction:
I found two issues which lead to this bug in
MeshAnimationAssetExtensions.Playmethod, when calculating start time:data.lengthSecondsshould be devided byspeed(or better use already calculateds)Result after a fix:
bugfix.mov