Demigiant Forum
Unity Assets => DOTween & DOTween Pro => Topic started by: RenMan on August 12, 2015, 07:21:51 PM
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For starters, thanks for making DOTween, and thanks for offering it free of charge! I just made a small PayPal donation. :)
I'm new to DOTween, so this is probably user error, but I'm not able to get a nested Sequence to play. For my project, I have my DOTween preferences set up as shown in the attachment. And the following code is running on Start():
// define Tweeners and Sequences
topPanelText_In = DOTween.Sequence ();
topPanelText_In.Append (headerText.DOAnchorPos(textRestPos,0.75f).SetEase(Ease.InCubic));
topPanelText_In.Insert (0, headerText_Text.DOFade(color_headerText.a, 0.75f));
topPanelText_Change = DOTween.Sequence ();
topPanelText_Change.Append (headerTextOut.DOAnchorPos(textOutPos,0.5f).SetEase(Ease.OutCubic));
topPanelText_Change.Insert (0, headerText_Text.DOFade(0, 0.5f));
topPanelText_Change.Insert (0.35f, topPanelText_In);
topPanel_In = DOTween.Sequence();
topPanel_In.Append (topPanelGroup.DOFade (1f, topPanelImgFadeDuration));
topPanel_In.Insert (0.5f,topPanelText_In);
Now, only Tweeners are set to autoPlay, so I start up the sequences later, but when I run topPanel_In.Play(), the fade happens, but topPanelText_In never starts. If, for example, I add an onPlay handler, it never fires.
Am I making a really obvious mistake that I can't see?
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I haven't resolved this issue, but I might drop it since the thought finally occurred to me to do the obvious workaround of just inserting the two Tweeners from the sequence that I want:
topPanel_In = DOTween.Sequence();
topPanel_In.Append (topPanelGroup.DOFade (1f, topPanelImgFadeDuration));
// topPanel_In.Insert (0.5f,topPanelText_In);
topPanel_In.Insert (0.5f, headerText.DOAnchorPos(textRestPos,0.75f).SetEase(Ease.InCubic));
topPanel_In.Insert (0.5f, headerText_Text.DOFade(color_headerText.a, 0.75f));
I'm gonna go with that unless I get guidance on using the nested Sequence properly.
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Hi,
Thanks a lot for the donation! :)
I can't see any mistake in the code you wrote, so I'll need to make some tests: maybe it's a DOTween bug. Gonna make some quick test now then continue tomorrow morning (superlate here).
Cheers,
Daniele
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Thanks for looking into it. It may have something to do with the fact that I'm tweening UI Text elements. If you need a broader code snippet or any details about the way things are set up, let me know.
Really though, performance-wise it's not a big deal. I don't have some particle system with thousands of elements to deal with.
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Hey,
I replicated your code, tweening a UI text plus CanvasGroup too, but everything works correctly here, so there might be something else going on in your project. If possible, can you re-create this issue in a barebone example and send me the UnityPackage, so I can check it out?
Cheers,
Daniele
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Ha! I'm not surprised to hear that it worked for you. I'm sure there's something wonky that I did that's preventing things from functioning.
I'll send you a pared down version of the project with the error.