I'm trying to animate a hierarchy of 2D sprites (essentially body parts) by explicitly setting sprite positions at various key frames throughout a given animation clip. Unfortunately, Unity is implicitly changing all of the sprite positions using interpolation between key frames. This causes the sprites to look like they're sliding around rather than immediately transitioning into their correct positions.
So far I've come up with 2 rather poor solutions:
- I could potentially create separate animation clips for each combination of sprite positions and transition between them using mecanim parameters or in code, but this seems tedious at best and inefficient at worst.
- I could add more keyframes (either in the animator tab or in the curves screen) that maintain each sprite position until just before they need to be updated. This is a slightly better option but also extremely tedious.
Is there any way to tell Unity to disable animation interpolation at least as far as positions are concerned? Thanks.