Originally Posted by zork
SDPhantom the thing is that we never need that delay. If we do not set it the API will not rotate the texture.
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"Needing" it is subjective. Do we need a full 1 sec end delay? No. In fact, it could be far less. As long as it keeps the animation running long enough so we can pause it. The problem with running a zero duration animation is it never plays. This can either be a check in C code to not start or the animation ends before
AnimationGroup:Play() even returns. Either way produces the same result as when an animation finishes, everything snaps back to their original layout.
Your own testing provides this answer, I'm just explaining it so you can understand what might be going on and why.