I would like the ability to be able to make a certain frame of an animation last for several frames instead of having multiple copies of the same frame taking up space in the animation editor. For example, If I have an animation where a certain frame lasts lets say, 5 times longer than the other frames of the animation. Instead of having 5 copies of the same frame in the animation, why not have a little tab on each frame that tells you how many times you want that frame to repeat in a row before it moves on to the next frame. This would make long animations that reuse multiple frames alot more manageable.
I get the idea and your ask.
To add some context: Per-frame animation timing is extremely rare in 2D game engines, for a few reasons. You basically have to have a unique timer for each frame, which adds a heavy CPU overhead for each instance of each object, which gets even heavier each frame. You then have to decide whether to stop the timers after each frame (heavier per frame) or just let them run and reset over time (heavier over time).
Extra frames of animation only take up a (very small) amount of GPU ram when they’re loaded.
So, super high level: per frame timing would slow your game down for a few reasons, the more objects you have.
I read your request and i keep thinking about checking if animation frame of object is higher than some number and lower than another
Then change animation speed scale would just give you what you want
Well not exactly a unique timer for every frame per-se, just something to make the consecutive repeat frames not take up so much space on the GUI, they can run on the same frame rate, that’s fine, just need to reduce the clutter on the editor without compromising on my animations.
I’m a troglodite…
why add the same frame 2-3 times should be different then input in a time field 2 or 3…
i mean form the point… (my point) of performances when the sprite is loaded is loaded 1 time so repeat the frame i guess shouldn’t eat resources…i guess…
…i guess…instead …typing the “lasts time” should be more intensive in terms of resources since the engiune should going to look at which frame lasts more…