- offset/speed/acceleration/movement_slowdown_factor had seemingly no effect
- scales/durations had no effect
- animation_speed changes the speed when stationary, no effect when moving
- wind/base_scale/count/period had no effect
- 2, 8, and 27 frame_count animations were used. All single line_length
[2.0.76] StatelessVisualisation unit animation speed
[2.0.76] StatelessVisualisation unit animation speed
StatelessVisualisation placed on a unit will follow animation speed rules when not moving. During movement the animation will process at high speeds regardless of any values I changed.
Re: [2.0.76] StatelessVisualisation unit animation speed
Stateless visualisations are using a hash based on entity's position to randomize appearence of entities at different positions. This however means that stateless visualisations are pretty much useless for moving entities since by changing position they will get different animation seed causing the animations to jump rapidly.
-- edit:
I think this could be salvaged by slightly changing stateless visualisation behavior for entities where a unit number is available: in that case the unit number could be used as a seed for the animation, which would make the animations stable for moving entities.
-- edit:
I think this could be salvaged by slightly changing stateless visualisation behavior for entities where a unit number is available: in that case the unit number could be used as a seed for the animation, which would make the animations stable for moving entities.
Re: [2.0.76] StatelessVisualisation unit animation speed
Issue is now fixed for 2.1: entities with unit number will use seed based on unit number, not based on position.
Re: [2.0.76] StatelessVisualisation unit animation speed
That's amazing to hear! Thanks for the quick reply and for fixing it for my use case, I appreciate it!boskid wrote: Sat Mar 21, 2026 6:10 am Issue is now fixed for 2.1: entities with unit number will use seed based on unit number, not based on position.

