Bug description: material animation seems to not reliable for precise uv operation, attached is a clock simbobject using uv animation
despite in Blender uv is precise, in game is not, so either I’m missing something (easy!) or something wrong with exporter or sim implementation
Did you manually change the interpolation type in Blender Graph Editor?
This issue is likely caused by the fact that the game engine supports only one type of interpolation, which happens to be the default in Blender when creating animations.
However, since Blender and the game engine use different interpolation algorithms, this can lead to precision issues, like the one you’re experiencing.
(However as you can see in the video with a 10 frames anim lengtht, and a keyframe each frame there shouldn’t really need to exist any kind of interpolation).
Maybe I should have some more frames between each keyframe? Allowing for rounding issue?