for our system, we use object pool to control reuseable effect gameobject that has attack boundingBox in it
there's some issue between diable and enable the gameobject
for example
we have a object names "A"
A's only animation keyed enable boundingBox at first frame, then it don't key any boundingBox key after it
we spawn an A, put it in pool, disable the gameObject in one frame, for later use
the first time we take the gameObject and enable it then play animation, it works fine
the boundingBox is enabled, then when animation finish, it go back to pool list and disable gameObject
at this moment it's animation is still not null and the boundingBox keep enable when the gameObject is disable
and it's tracks is empty in state
but, when we take it from pool second time the boundingBox disable at first frame
then when animation playing it's like it ignore the enable key at first frame
even it keep infinite loop, it just don't enable anymore
other situation, B object has a key at first enable, last frame diasable boundingBox
when it take from pool the second time
it disable the box at first frame like A
but at last frame, cause we have a disable key, it's like it don't ignore that
when the animation loop, the first frame worked
the animation go fine, just after the disable key
so the result is, when gameObject had disable then enable, the collider is disabled, but the boundingBoxFollower think it already enabled the collider, then except there is a disable key, it will think the collider is enabled but keep it disabled forever
that's all
please help us solve this issue, thanks
(we useing 3.2 runtime)