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Messages - vi54

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DOTween & DOTween Pro / Re: Sequence - basic usage verification
« on: February 04, 2016, 09:18:53 AM »
DoTween is indeed a fantastic tool. I come from a flash background, tested most tween libs for unity and glad to discover DOTween. It feels like what I was using in flash (gsap: or greensock)

I once done it in a similar fashion and got great results.
a recent / current project is doing this aswel.
The only difference is that I most of the time use Switches as for my purposes it seem to perform faster (it's especially noticeable when a lot of things are going on)

But I don't consider myself a pro. It's some research and having hardcore coding friends who often talk nerdish to me :)
However here's an article that seem to state this too:

Maybe Daniele can confirm this usage for conditionals.

All the best

DOTween & DOTween Pro / Re: OnCollisionEnter not firing
« on: February 02, 2016, 12:57:57 PM »
Not sure if I understand correctly but I just did a little test.

Triggers fire when they overlap. however colliders indeed doesn't seem to work.

DOTween & DOTween Pro / Re: can't tween value on script
« on: February 02, 2016, 12:43:43 PM »
Thanks Daniele.

So far I haven't been able to figure it out.
Alas I don't have the time to examine this further, but when I can i'll post my findings here (regardless if they are embarrassing or not) :)

All the best

DOTween & DOTween Pro / can't tween value on script
« on: February 01, 2016, 09:46:10 PM »

I have a camera FX script with a few public variables.
I call these from a different gameObject, and make a (working) connection as I can enable / disable the component. Thus knowing it has a good reference.

However. When I try to tween the float value 'intensity" on the script it does not tween.
other tweens in the same script does work.
for example a text tween: GM.ScoreText.DOText ("Score_" + GM.currentScore, 2f, false, ScrambleMode.None, null);

This tween however does not work.
Code: [Select]

WaterEffectScript WaterFX;
void Start(){
  WaterFX.enabled = false;
  WaterFX.Intensity = 0.66f;
  WaterFX = Camera.main.GetComponent<WaterEffectScript>();

public void OnTriggerEnter2D(Collider2D other){
 if (other.gameObject.tag == "Player") {
   WaterFX.enable = true; //works
   GM.ScoreText.DOText ("Score_" + GM.currentScore, 2f, false, ScrambleMode.None, null);//works
   DOTween.To (() => WaterFX.Intensity, x => WaterFX.Intensity = x, 0,2f).OnComplete(DisableFX); //doesn't tween

Thanks for your insight.

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