I got this working by building a small abstraction layer around my thin instances, so that when I need to animate one it removes the thin instance, puts an instance in it’s place, animates it, removes it in the callback, and replaces it with a thin instance.
Works pretty well, though if I have many animations triggering while other animations are going I notice that thin instances at the end of the buffer vanish and come back.
I might instead just move the thin instances off screen, and then back on screen to avoid changing the count.
@carolhmj I was looking at that earlier, it’s pretty neat, though that’s a pretty CPU-bound way to animate (Unless I misunderstand normal animations), and there are difficulties with managing more complicated animation curves that way, as well as many different animations occurring at the same time.
@brunobg That’s pretty neat! Though probably a bit too much for my needs right now. However, I may find I need to use it in the future, so that’s good to know about.