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Messages - Brick

Pages: [1] 2
1
Aah ok

Thanks

2
Awesome thanks for the tip,

Got one more Q: Fade doesnt seem to be fading .. I have attached a screen shot of the code and the settings for reference.. sure its me being stoopid but a pointer int he right direction would be great..

Thanks

3
This is super cool. Thanks Daniele

4
Hi i have a chest and i want to activate a tween on a key which is under the chest. so when the plkayer enters the chest colider i want to play the move tween on the key.

Not sure how to go about this thanks

Daniel

5
DOTween & DOTween Pro / Re: DoTween doesnt work correctly on Android
« on: October 30, 2015, 02:52:35 PM »
Cant fix it.. using Unity animation system instead... too much time wasted on this bug.

Thanks

6
DOTween & DOTween Pro / Re: DoTween doesnt work correctly on Android
« on: October 26, 2015, 06:03:06 PM »
just tried in with a new project and still wont work..

suggestions?

Thanks

7
DOTween & DOTween Pro / Re: DoTween doesnt work correctly on Android
« on: October 26, 2015, 04:47:52 PM »
Ok i have tried several different approaches to try and figure this out still cant get it to work..

I have created a separate transform to handle the return but this didnt work , so i then created a separate script to hold the Screen Width to make sure it wasn't getting confused by some means and this also didnt work..

really not sure whats going down to be honest..

Suggestions welcome..

Thanks

Daniel

8
DOTween & DOTween Pro / Re: DoTween doesnt work correctly on Android
« on: October 26, 2015, 04:21:20 PM »
Hmm this is making no difference at all.

totally weird one..

Do you have any other suggestions?

Thanks

Daniel

9
DOTween & DOTween Pro / Re: DoTween doesnt work correctly on Android
« on: October 25, 2015, 10:26:12 PM »
Hi Daniele,

Thanks for the reply, i will give it a go and come back to you.

Cheers

Daniel

10
DOTween & DOTween Pro / DoTween doesnt work correctly on Android
« on: October 21, 2015, 11:43:15 AM »
Hi This well could be User error, but it all works perfect in unity but not on a device.
This is the code:
Code: [Select]
using UnityEngine;
using System.Collections;
using DG.Tweening;
using UnityEngine.UI;

public class MoveMenu : MonoBehaviour
{
    public GameObject go;
   public Transform tran;
   public Button btnOut;
   public Button btnIn;
   public bool moveBool = false;
   private float objectSize;
    // Use this for initialization
void Start ()
{
    objectSize = (float)go.GetComponent<Renderer>().bounds.size.x;
}

// Update is called once per frame
void Update () {
 
}

    public void moveIt()
    {
        if (!moveBool)
        {
           tran.DOMoveX(Screen.width + objectSize  , .5f).SetRelative();
           moveBool = true;
           btnOut.gameObject.SetActive(false);
           btnIn.gameObject.SetActive(true);
        }
        else
        {
           tran.DOMoveX(-Screen.width + objectSize, .5f).SetRelative();
           moveBool = false;
           btnOut.gameObject.SetActive(true);
           btnIn.gameObject.SetActive(false);
        }
    }
}

What happens is the menu shoots to center as it should but will not go back again.. literally goes back a tiny amount at a time.

Not sure why but works perfect on PC but not android..

Thanks

Daniel

11
! FIXED !
Unity Bug - if you have a panel or image UI without a sprite specified and only a colour it goes its up and grabs random sprites that the panel/image goes over in the UI and renders them as a sprite. Totally bonkers but there you go.

Cheers

12
DOTween & DOTween Pro / Latest Unity - DoTween broken - dont quote me !
« on: October 20, 2015, 01:28:49 PM »
hi I have created a simple scroll menu.. then I created a empty gameobject and added a script to the new empty gameobject. The script is simple, declare a public Transform tran, then create a new method called MoveIt();

declare using DG.Tweening;
 
public void MoveIt(){

tran.DoMoveX(Screen.width / 2, .5f);

}

This is then called via the onclick on a button which should move the transform of the menu place in the nameobject transform..

Basically this all worked and then went tits up when I updated unity.. I have rolled back to previous version of unity and still not working..

what happens now is it is duplicating all UI elements placing them in the UI element I want to move and  moving everything in the transform space .. so seems like unity issue.. dont where to go with this..

Can anyone else verify is its unity or something corrupted in my project or stupidity on my part.

Cheers

Thanks

Daniel

13
Hi I have been using DOFade on Image component from the available package on the asset store.. However the independent time setting in preferences was not applying on android device so i upgraded and now i dont have DOFade on Image component?

Is there a reason why this has been removed and could you let me know and alternative to fade out the image.

Thanks

Daniel

14
Hi Thanks for the reply, it wasnt actually working initially when i set the tick box.. however it does seem to work fine now.

Cheers

Daniel

15
Hi i have a Canvas and 2 menus. Menu 1 is a pause menu and centered on the screen when toggled. Menu 2 settings menu is off the screen but on same canvas.
The pause menu contains a button 'Setting'. What i am trying to do is when someone clicks on the Settings button the canvas moves by 805 .. But this is not happening.

As with the Pro Animation Basic example, I have placed an animation on the container GameObject within the UICanvas that holds the 2 menus. I have added a DoTween Animation component to the game object and set it to move by 805 and unchecked the autoplay button.

Now on the 'Settings' Button in the pause menu on the onClick i have added the GameObject container and selected onClick Animation.DoPlay.

When i run this nothing happens. I click the button and it doesnt seem to fire.

Any help would be great as it looks to be identical to the example. A simple Move animation on the x Axis.

Thanks

Daniel


EDIT: Ok I found out why it is not playing. this is down to the fact that the pause menu stops the time and there for it is not updating.

However i have set in the preferences for the TmeScale to be independent check box. But this is not make it work..

Question: Should the animation be playing as the Timescale is ticked to independent? - see attached.   The call to stop the game time i am using is( Time.timeScale = 0; )

Thanks

Daniel



EDIT: SOLVED
Use a coroutine to fire the animation via code and not the editor.

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