I’m working on a simplified RTS. I animate unit states (idle, move, attack) using Timeline, and as long as animation/property names match across sprites, everything works fine.
The problem: when switching states, the previous timeline doesn’t stop — it keeps playing on top of the new one. So an idle squash & stretch + a walk angle change end up stacking together.
Stopping the animation or unsetting instances before playing a new timeline doesn’t seem to work.
Has anyone run into this? Is there a proper way to stop or clear the previous timeline before playing the next one?
+ UnitsA: State = "chase"
+ Sprites_Units: Pick instance with UID UnitsA.SpriteUID
-----> TimelineController: Set Sprites_Units to track "" of the next timeline
-----> TimelineController: Play Anim_Walk with tags str(Sprites_Units.UID)
+ UnitsA: State = "idle"
+ Sprites_Units: Pick instance with UID UnitsA.SpriteUID
-----> TimelineController: Set Sprites_Units to track "" of the next timeline
-----> TimelineController: Play Anim_Idle with tags str(Sprites_Units.UID)