Unity Animation has always been a pit, and earlier versions of animated events have triggered bugs, and finally found that it seems to be related to different frames.
But there's always a problem with animation cutting frames.
(Model test only)
Non-fixed version:
Fixed version:
The reason is that no matter whether your animation is baked or not, it is compressed. Finally, two-frame high-speed switching is always interpolated when unity is playing. The approximate analysis is that when the game is running, the number of frames must be floating up and down, sometimes without a full frame, unity will interpolate, causing the problem.
There are a number of workarounds, such as replacing multiple cameras.
I took into account the complexity of the workflow and did not use multi-camera practices.
First compare the camera speed when it is greater than a certain value to determine the lens switch. This time there is a problem, when the camera speed has been detected a large displacement, in fact, the display has already appeared "interpolation."
So also need to make a camera dummy point, dummy point also has animation, but than the camera animation playback speed of about 0.1 seconds.
When "interpolation" is detected, the animation time is offset, so the animation time needs to be controlled manually.
DP Project Development with note 6-game story Realization