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 - Daniele

Pages: [1] 2 3 ... 23
DOTween & DOTween Pro / Forum read-only status
« on: September 02, 2016, 11:52:39 PM »
Sorry for the inconvenience, but after a long fight with spammers, I have to give up: they won. I don't know what else to do, as a single indie developer, to block them, other than spending way too much time on this than I have, while instead I'd prefer to use that time to work on DOTween itself. So I cleaned everything once again, and now I'm making the forum read-only. For support questions, write me a mail or use DOTween's main Unity Forums thread.

I created this forum mainly as a way to allow DOTween Pro users to download updates without having to wait for Asset Store approvals, so I guess we're going back to that. If you're a Pro user, you can still register and access the private area.

Cheers (sigh),

DOTween & DOTween Pro / Re: Anybody, need help!
« on: June 07, 2016, 08:23:28 PM »

DOTween & DOTween Pro / Re: Just slightly off...
« on: June 05, 2016, 11:53:03 AM »

Send it :) You can attach it directly here if you want, or otherwise send it to me via mail.


DOTween & DOTween Pro / Re: Is DOPath limited to transforms?
« on: June 05, 2016, 11:51:52 AM »

Just replied via mail, but I'm gonna copy-paste here too...

Not a stupid question at all :) But yes, while almost every other tween has a generic way that allows to tween every member, regardless of known Unity types like transforms, DOPath does require a transform component (because it can change extra stuff other than a Vector3 position). To do what you want, you could create an empty gameObject and DOPath that, while using an OnUpdate callback to grab its values every frame and assign them to the other component.

By the way, are you sure the other kind of Component doesn't have a Transform? In Unity, every Component has it.


DOTween & DOTween Pro / Re: Just slightly off...
« on: June 04, 2016, 12:52:45 AM »

Loading a scene or starting it as the first one has no effects on animations. Maybe there's something else causing them to start or to be created sooner or later? If you have more info let me know.



DOPlay just plays the tween regardless of the current direction. So, if you last played it backwards, it will continue playing it backwards (and nothing will happen if it's already rewinded). DOPlayForward instead sets the direction and then plays.

Yey! :)


DORestart(fromHere) is a special method that is not part of the core tween engine, but only of DOTweenAnimation and DOTweenPath objects.
So you should store a reference to your DOTweenPath in order to call that, not to the tween it generates.

Yes, that would work indeed. Also consider that you can change your path tween's timeScale at any moment, using the tween reference and the timeScale property (which affects the timeScale of that specific tween only).

DOTween & DOTween Pro / Re: ID field in new version?
« on: April 24, 2016, 12:51:07 PM »

The ID, at least for now, is just in case you want to use static DOTween method on your path via its id, like DOTween.Pause(myId) :P

EDIT: saw your edit after answering, ooops. But yes, when you call a static ID-based method, all the tweens with the same ID will react.


And oops, my bad. I assumed you were talking about DOTweenAnimations, not DOTweenPaths. For some mysterious reason, I didn't add an ID field to DOTweenPaths, and no one requested it before. That said, here you go, I just updated DOTween Pro so there's the ID field on paths too. Just reimport the package and re-run the Setup as usual :)

P.S. Once you give your path an ID (for example "MyID") you can call DOTween.Play("MyID").



In DOTween Pro's editor there is a field called "ID", and that's where you assign it. When you create a tween via code instead you can chain a SetId.

Hey Devil!

I replied on Unity's forums already, but I will add something here. You can also use the OnWaypointChange callback to pause your tween at a given waypoint, but that will not adapt the ease to it. Meaning that, if you have an OutQuart ease, you won't have the full smoothness at the end of it until you reach the last waypoint.


Hi! ANd glad you solved it in the meantime :)

DORestart does a rewind and then a playForward, so it's very different from playBackwards. And to reuse animations you should always untoggle the AutoKill behaviour, otherwise the tween will be destroyed as soon as it ends.


When used with a material, you need a material that supports transparency, otherwise even if DOTween is actually changing its alpha, nothing will happen. As a rule of thumb, if you can change a material color's transparency yourself and it will work, then the fade will work too.

Pages: [1] 2 3 ... 23