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DOTWEEN.TO AND TIMESCALE Hi there ! First of all I want to thank you for this amazing tool, it's a part of Unity for me I have some weird issue here. I'm using DOTween.To to shake an object (I know there is a function for that, but that's not the point of the subject), and while the tween is running I set the timeScale to 0. KILLING A TWEEN, NOT WORKING? Hi! DOTween.Kill(transform) will work only if the tween was actually created with a transform shortcut (like thatTransform.DOMove). Otherwise, you could always store the tween as a reference and kill it directly (also more efficient), with myTweenReference.Kill(). DOTWEEN ON A VECTOR3 Hi, All DOTween shortcuts are made for known Unity variables, but they all take advantage of the generic tweening way in the background. Said generic tweening way is what you want to use when tweening customvariables.
CREATE A PAUSED SEQUENCE Hi, That's a good approach and I use it all the time (I even made Pause return a Tween/Sequence object so that you can chain stuff to it directly) and everything works here. TWEENS IN SEQUENCES: A QUICK POINTER IN THE RIGHT DIRECTION! So if someone could enlighten me why, for example, is the below code not performing as 'intended' (and instead ignoring the AppendIntervals & Not Pausing)? Code: Sequence mySequence = DOTween.Sequence (); Tween anchorMinTween = null; Tween anchorMaxTween = null; Tween anchorPositionTween = null; Tween scaleTween = null; void PlayTween DOTWEEN - POSSIBLE RECTTRANSFORM ENHANCEMENT REQUEST DOTween - Possible RectTransform enhancement request. « on: February 03, 2016, 09:31:53 PM ». Using Unity's new UI features, it's my understanding that the proper way to move UI panels on and off of the screen in a resolution independent manner is by modifying the associated RectTransform's anchorMin and anchorMax vectors. DOTWEEN ERRORS: SILENTLY TAKEN CARE OF? Until DOTween.Init is manually called (or automatically called when the first tween is created) the editor window has precedence. But if you call DOTween.Init and THEN disable the safe mode code will haveprecedence
ONCOMPLETE CALLBACK FROM INSTANTIATED OBJECT USING DOTWEEN I am trying to do a callback from OnComplete, when using a DOTween Path. While I was able to get it working by using the OnComplete tab from the inspector and placing the prefab in the object select box, I also wanted to be able to call it from code. DEMIGIANTWALLPAPERSGAMESUNITY PLUGINSILLUSTRATIONABOUTPRESSKIT Games + Plugins by Friends seriously good stuff. Night Call. Fran Bow. Heavy Rockets. Anti Cheat Toolkit. Sprocket Tools. TextMesh Pro. DOTWEEN (HOTWEEN V2)GET STARTEDDOCUMENTATIONEXAMPLESSUPPORTSHOWCASEPRO DOTween is a fast, efficient, fully type-safe object-oriented animation engine for Unity, optimized for C# users, free and open-source, with tons of advanced features. It is also the evolution of HOTween, my previous Unity tween engine. Compared to it, DOTween is more than 400% faster, more efficient, more type-safe, avoids uselessGC
DOTWEEN.TO AND TIMESCALE Hi there ! First of all I want to thank you for this amazing tool, it's a part of Unity for me I have some weird issue here. I'm using DOTween.To to shake an object (I know there is a function for that, but that's not the point of the subject), and while the tween is running I set the timeScale to 0. KILLING A TWEEN, NOT WORKING? Hi! DOTween.Kill(transform) will work only if the tween was actually created with a transform shortcut (like thatTransform.DOMove). Otherwise, you could always store the tween as a reference and kill it directly (also more efficient), with myTweenReference.Kill(). DOTWEEN ON A VECTOR3 Hi, All DOTween shortcuts are made for known Unity variables, but they all take advantage of the generic tweening way in the background. Said generic tweening way is what you want to use when tweening customvariables.
CREATE A PAUSED SEQUENCE Hi, That's a good approach and I use it all the time (I even made Pause return a Tween/Sequence object so that you can chain stuff to it directly) and everything works here. TWEENS IN SEQUENCES: A QUICK POINTER IN THE RIGHT DIRECTION! So if someone could enlighten me why, for example, is the below code not performing as 'intended' (and instead ignoring the AppendIntervals & Not Pausing)? Code: Sequence mySequence = DOTween.Sequence (); Tween anchorMinTween = null; Tween anchorMaxTween = null; Tween anchorPositionTween = null; Tween scaleTween = null; void PlayTween DOTWEEN - POSSIBLE RECTTRANSFORM ENHANCEMENT REQUEST DOTween - Possible RectTransform enhancement request. « on: February 03, 2016, 09:31:53 PM ». Using Unity's new UI features, it's my understanding that the proper way to move UI panels on and off of the screen in a resolution independent manner is by modifying the associated RectTransform's anchorMin and anchorMax vectors. DOTWEEN ERRORS: SILENTLY TAKEN CARE OF? Until DOTween.Init is manually called (or automatically called when the first tween is created) the editor window has precedence. But if you call DOTween.Init and THEN disable the safe mode code will haveprecedence
ONCOMPLETE CALLBACK FROM INSTANTIATED OBJECT USING DOTWEEN I am trying to do a callback from OnComplete, when using a DOTween Path. While I was able to get it working by using the OnComplete tab from the inspector and placing the prefab in the object select box, I also wanted to be able to call it from code. DEMIGIANT - UNITY PLUGINS HOTools. HOTools is a single Editor Panel for Unity, which contains a growing collection of useful tools and utilities. Requirements Unity 5/2017/2018/2019/2020 DOTWEEN - POSSIBLE RECTTRANSFORM ENHANCEMENT REQUEST DOTween - Possible RectTransform enhancement request. « on: February 03, 2016, 09:31:53 PM ». Using Unity's new UI features, it's my understanding that the proper way to move UI panels on and off of the screen in a resolution independent manner is by modifying the associated RectTransform's anchorMin and anchorMax vectors. TWEENS IN SEQUENCES: A QUICK POINTER IN THE RIGHT DIRECTION! So if someone could enlighten me why, for example, is the below code not performing as 'intended' (and instead ignoring the AppendIntervals & Not Pausing)? Code: Sequence mySequence = DOTween.Sequence (); Tween anchorMinTween = null; Tween anchorMaxTween = null; Tween anchorPositionTween = null; Tween scaleTween = null; void PlayTween CREATE A PAUSED SEQUENCE Hi, That's a good approach and I use it all the time (I even made Pause return a Tween/Sequence object so that you can chain stuff to it directly) and everything works here.ARC MOVEMENT
Hi, To achieve an arc movement you could either tween the X and Y of your transform with different eases: Code: myTransform.DOMoveX (3, 2).SetEase (Ease.OutQuad); myTransform.DOMoveY (3, 2).SetEase (Ease.InQuad); Or you could use blendable tweens (which are special types of tweens that can interact with each other), andmove your
TWEEN ROTATION AROUND POINT OR OBJECT? Tween rotation around point or object? Does DOTween have the ability to tween an objects position and rotation around a point or object. Unity already has Transform.RotateAround which allows you to rotate around an object, but I wasn't able to find a way to smoothly rotate around an object, so I was hoping HOTween could fill that gap. ONCOMPLETE CALLBACK FROM INSTANTIATED OBJECT USING DOTWEEN I am trying to do a callback from OnComplete, when using a DOTween Path. While I was able to get it working by using the OnComplete tab from the inspector and placing the prefab in the object select box, I also wanted to be able to call it from code. START A TWEEN ON ANOTHER OBJECT FROM A TRIGGER. 378. Re: Start a tween on another object from a trigger. « Reply #1 on: April 11, 2016, 08:34:53 PM ». Hi, If you're using DOTween Pro, just give you tween a special ID (like "key"), then call. Code: DOTween.Play ("key"); If instead you're doing it all by code, as long as you grab a reference to your key transform (or whatever youAUTOPLAY USAGE
Dr. Admin, I presume. 378. Re: AutoPlay usage. « Reply #1 on: January 29, 2016, 10:52:46 AM ». Hi! defaultAutoPlay must be set after DOTween has been initialized (either when starting the first tween, or by calling DOTween.init). Otherwise, if you want to set it project-wise, you can simply change the relative option in DOTween'sUtility
CAN'T TWEEN FLOAT
balance += totalPayment; UpdateUI(); But I don't want to change the value from A to B. Let's say balance = 50 and totalPayment = 150, I want to increase it 50,51,52,53 (or something like that) until 200 (balance + totalPayment). DEMIGIANT - THINGS BY DANIELE GIARDINI & FRIENDS* Wallpapers
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