Nested Animation Triggers Fail After Completion
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Description
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I've created an artboard where animations start with a trigger, and I've also made another artboard that nests several of these. On Android, I'm firing the triggers of these nested artboards using fireStateAtPath.
The animations play continuously as long as I keep firing the triggers before one animation finishes. However, if I fire the trigger after an animation has completed, it doesn't play.
Is this an incorrect StateMachine setup, or is this kind of use case not intended?
I've prepared a minimal project here to demonstrate this behavior. Could you please take a look?
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https://github.com/ttymsd/rive-sample-report/blob/main/app/src/main/res/raw/untitled.riv
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Expected behavior
<-- A clear and concise description of what you expected to happen. -->
Users will trigger animations by tapping a button. On the artboard, several nested artboards are placed at various coordinates, and I'm controlling which artboard's trigger fires via my Kotlin implementation.
I want the animation to progress from 1st to 2nd to 3rd, and then if the button is tapped again after a short delay, I want it to start from the 4th animation. However, if there's a delay, the 4th animation doesn't play. If I keep tapping continuously, animations from the 4th onward will play.
Screenshots
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Device & Versions (please complete the following information)
- Device: Pixel7Pro
- SDK Level : 35
I haven't tested this on other devices.
Additional context
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