As title, the logic for substituting color in every AnimationHelper have the same problem.
Because Unity's animation system samples between Update() and LateUpdate().
Say, I create a prefab that contains a sprite with alpha = 1, and attach an auto-played animation which starts from alpha=0.
When I instantiate the prefab, it should act as a fade-in sprite.
But in this situation alpha in the first frame will be 1 (The Animation samples 0, but hasn't substituted by AnimationHelper).
So there will be a 'blink artifact' while fading in.
As title, the logic for substituting color in every AnimationHelper have the same problem.
Because Unity's animation system samples between Update() and LateUpdate().
Say, I create a prefab that contains a sprite with alpha = 1, and attach an auto-played animation which starts from alpha=0. When I instantiate the prefab, it should act as a fade-in sprite.
But in this situation alpha in the first frame will be 1 (The Animation samples 0, but hasn't substituted by AnimationHelper). So there will be a 'blink artifact' while fading in.