AnimationEvent not reliably triggerd on iPhone

when i try to dynamically add an AnimationEvent to the end of a AnimationClip, everything works fine in the editor. on the iphone (3gs + 4) everything went fine as long as the rest of the scene was empty, but the more objects i added/more rendering needed, the event started to drop/not been called more and more and with the full scene, it nearly never got called.

i did a dirty workaround now, but still wondering if AnimationEvents under stress will not get called reliably. or did i just make a stupid mistake, as i'm new to unity?

thanks a lot for any hints!

here's the (simplified) code not working properly:

AnimationClip actionClip;

void Start()
{
    AnimationClip actionClip = animation.GetClip ("action");

    AnimationEvent AniEndEvent = new AnimationEvent (); 
    AniEndEvent.functionName = "OnActionEnded";
    AniEndEvent.time = actionClip.length;
    runClip.AddEvent (AniEndEvent);
    animation.Play(actionClip.name);
}

private void OnActionEnded()
{
    Debug.Log("action ended");
}

There used to be a bug which caused animation not to be sampled at last frame. It might be that the same problem causes the event not to be executed. I fixed the sampling bug, so it might be that the event bug is fixed too. I fixed a bunch of other event bugs too...

You can try setting wrapMode to ClampForever and see if that helps you.