Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cynicalwanderer

Pages: [1] 2 3
1
DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: December 02, 2015, 05:46:59 PM »
You mean this thing? :)

Awesome, this will be handy for something I need as well.

2
DOTween & DOTween Pro / Re: DOTweenAnimation overwrite
« on: December 02, 2015, 05:39:41 PM »
Perhaps as a compromise you could still keep your two tweens for the different easing patterns for those regular scenarios where the in or out completes normally.  And then to capture the scenario where the user has perhaps triggered an "out" reverse midway during the not-yet-completed "in", or vice versa, then detect this via IsPlaying and use PlayBackwards in that instance.  After all, if the user halts and reverses a panel slide or whatever it is you're using it for halfway, then the opposite easing type starting at the midpoint wouldn't look normal anyway, so it may well look cleaner just to reverse the current type.

3
DOTween & DOTween Pro / Re: Error when exiting application
« on: October 30, 2015, 10:25:51 PM »
Hi, unfortunately no, my project is not in a state that can be shared at the moment.

In case this helps you with reproducing the bug - I have just reloaded Unity now to do some more work and the bug is not occurring at the moment, and I am currently unable to reproduce it - although it may come back, in which case I'll try the capacity bump you mentioned.  Earlier today when it first came up, I had just finished adding some 24 new tweens (pairs of tweens that scale up and then back down, using the OnComplete to pass control; also similar pairs for doing color) and had done a fair bit of component copy and paste-to-new to get those in place.  I'd been repeatedly hitting Play in the editor and then stopping to tweak further.  So possibly some sort of Unity or DOTween memory cache was building up and hit its upper limit, is all I can guess.  That was my first suspicion anyway when I checked the active tweens count and saw I had gone past 256 total.

Anyway hopefully something I said in all that clicks and helps you find it, but if not then it's good to know there's the capacity workaround if I see it again.

4
DOTween & DOTween Pro / Error when exiting application
« on: October 30, 2015, 06:01:40 PM »
Hi,

I've recently added a bunch of extra tweens, pushing my active tween count over 256 (not sure if that's relevant or not, but it might be).  When I exit the app in the editor I'm now seeing this error that wasn't previously there:


IndexOutOfRangeException: Array index is out of range.
DG.Tweening.Core.TweenManager.RemoveActiveTween (DG.Tweening.Tween t) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__DOTween/_DOTween.Assembly/DOTween/Core/TweenManager.cs:833)
DG.Tweening.Core.TweenManager.Despawn (DG.Tweening.Tween t, Boolean modifyActiveLists) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__DOTween/_DOTween.Assembly/DOTween/Core/TweenManager.cs:193)
DG.Tweening.TweenExtensions.Kill (DG.Tweening.Tween t, Boolean complete) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__DOTween/_DOTween.Assembly/DOTween/TweenExtensions.cs:127)
DG.Tweening.DOTweenAnimation.OnDestroy () (at Assets/Demigiant/DOTweenPro/DOTweenAnimation.cs:84)

Screenshot of DOTween settings attached.


5
Try this:

- For NotificationOut component in the editor enable OnComplete and make a function with the same gameobject
- Under DOTweenAnimation function set, do a DoRestartByID, and set "NotificationIn" string as the value.  This is basically saying when the tween completes, callback will trigger the second tween
- In your NotificationIn tween, set delay to 2.5 to give it the pause you want before tweening starts

6
DOTween & DOTween Pro / Re: CanvasGroup fade
« on: July 07, 2015, 06:42:58 PM »
I can confirm this works and fixes the issue from my earlier post as well.

7
DOTween & DOTween Pro / Re: If Statement and Sequences
« on: June 29, 2015, 11:24:35 AM »
Also here's a general optimisation tip that may help you - if certain code only needs to be run for the duration of certain trigger states, then you might consider reading up on coroutines as a more efficient approach than using Update for everything and consuming cycles even when none of the IFs are firing.  Some useful links:

http://docs.unity3d.com/Manual/Coroutines.html
http://twistedoakstudios.com/blog/Post83_coroutines-more-than-you-want-to-know
http://unitypatterns.com/introduction-to-coroutines/

8
DOTween & DOTween Pro / Re: DOLookAt in 2D
« on: June 23, 2015, 11:01:29 AM »
Cool, that's a clever solution.  Glad it worked out for you.

9
DOTween & DOTween Pro / Re: DOLookAt in 2D
« on: June 19, 2015, 05:45:26 PM »
Have you tried it yet with a rigidbody attached though?  From the DOTween doco:

Rigidbody
These shortcuts use rigidbody's MovePosition/MoveRotation methods in the background, to correctly animate things related to physics objects.


If you're worried about physics making your objects fall about, make sure to check Is Kinemetic true in the rigidbody settings.

The other thing I would suggest is making sure your Z value in the "towards" Vector3 is the same as that of the plane on which your object is sitting.

10
DOTween & DOTween Pro / Fade tween type and CanvasGroups
« on: June 15, 2015, 11:08:47 AM »
Hi,

I'm hoping this is just something I'm doing wrong.  I've got a panel with a CanvasGroup on it, so that I can control the alpha for a number of child objects.  However when I try to add a DOTweenAnimation component with the Fade tween type to be able to tween that alpha, I get "No valid component was found for the selected animation". 

Is there a workaround for this?

EDIT: I should mention here, the panel itself has no rendered objects on it, it's just a container for the child objects.

11
DOTween & DOTween Pro / Re: A getter for the Tween.Loops
« on: June 15, 2015, 11:03:32 AM »
Great, thanks for this.

12
DOTween & DOTween Pro / Re: A getter for the Tween.Loops
« on: June 05, 2015, 03:10:07 PM »
By the way I have now reworked my code to do this a different way to work around this, so it isn't important any more.  But might still be a useful option to have for later.

13
DOTween & DOTween Pro / A getter for the Tween.Loops
« on: June 05, 2015, 12:06:08 AM »
Hi again,

I can see there's a SetLoops function available, but would it be possible to also have a GetLoops function added, or even just .Loops accessible in the code, to grab the property of Loops from the DOTweenAnimation component?  I need something like this to be able to automate the distinction between one-off tweens and looping tweens when I parse through the TweensByTarget list, so that I'm only pausing/restarting the looping ones when I go back and forth between my menus.

Regards,
Shannon

14
DOTween & DOTween Pro / Re: Warning during iOS build&run
« on: May 31, 2015, 09:21:05 PM »
Ah yes, you're right, there was an erroneous extra copy.   :-[

I had been pulling all my plugins in and out and copying older versions in trying to narrow down the root cause of a build problem, so I must have messed it up then.

Thanks for saving me with your lateral thinking!

15
DOTween & DOTween Pro / Warning during iOS build&run
« on: May 31, 2015, 02:42:13 PM »
Hi again,

This doesn't appear to cause any problems in the actual build on the phone, but I did notice this just now:

Assembly 'DemiLib' has non matching file name: 'DemiLib 1.dll'. This can cause build issues on some platforms.
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

Is this something to be concerned about?  I don't really know much about the build process, so not sure, but I am always trying to minimise warnings in my own code so I like to at least understand what they mean if there are any.

Regards,
Shannon

Pages: [1] 2 3