Hi, so on my quest to find a way to switch out textures on materials at runtime via keyframes in the timeline, i tried Marcels suggestion to use Sprites / Sprite Atlasses instead of trying to change the texture source of the material directly (which didnt work at all).
This solution seems to work (the textures are changing), but im getting constant very strange echo like glitches (in the MS Edge Browser and in the Quest 3’s Browser too) on “some” texture changes.
Any suggestion on what setting i could change to see if this glitch dissapears?
Have a nice weekend
What you see here is the first frame when the lowres texture is rendered until the high-res texture is streamed in and updating the image. This is normally perfectly fine when you have 3D models where texture quality is progressively enhances but understandably undesired in your case.
To fix go to the Compression Settings component (it’s below the Needle Engine component) and create a new TextureOverride (see the bottom of the component). Then assign the Sprite texture atlas and enable the Progressive Override toggle to disable it - see screenshot below.
Can you double check you have assigned the right texture? It looks like you assigned it to the texture “Teacher Atlas 4k” but use AtlasTeacher (a different texture) in the animation?
Good morning. I’ve reproduced the issue here - will look into it.
Edit: Seems like an easy fix. The animation for the index is sometimes slightly off and currently the SpriteSheet is floored (meaning an index of 5.99 becomes 5 instead of 6). By changing this to be rounded (5.99 becomes 6) the correct sprite is rendered.