Hi.
No, wait is OnUpdate.
But probably you want everything in sync.
if you have vSync disable, you might want to enable this.
maybe you can show more details on your setup
Thank you once again for assisting.
I do have Vsync turned on.
I THINK I've managed to find a way to make it "100% consistent".
I get the True Frame Data of an animation by doing the math separately. "AnimationLength/(1/60)"
From there, I get the True Frame Data and use that to clamp value to clamp the, "counter" portion because is isn't important if the visual counter is 1 frame off when counting as it is far too fast to count when in motion. The most important points would be the start and end and both can be adjusted by making sure the start is synced and the end is clamped and synced which can be done due to, "Get Animator Current State Info Is Name" since it appears to be 100% accurate as to when an animation starts.
The counting method I am using is the
Int Interpolate Int Add action but I would love to know what counting method is the most consistent? This applies to getting the start time of an animation.
Edit: I forgot I edited on play mode and went to test it again with Int Interpolate and forgot that Int Add with Everyframe turned on was the most consistent. I got so excited that I found a consistent way that I forgot to change it out of gamemode. Corrections made on post.