I am having an issue where I have two sprites played at the same time, but when I slow it down with the editor in step, I notice that the animations are off by one frame. It is seamless on the computer, but becomes obvious when pushed to an iOS device. Is there a way to play the animations at exactly the same time.
The animations are exactly the same in the editor when it comes to frame numbers, fps, etc. The only thing different is are the event frames.
I have simple code like.
void Start(){ sprite1.Play( "Run" ); sprite2.Play( "Run" ); }
But instead of both updating on the same draw, I get frames where sprite1 is at frame 20 while sprite2 is at 21. It seems to always happen when changing clips during an event.
Thanks in advanced. This is literally my last hurtle with sprites in my game.