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Topics - juaxix

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DOTween & DOTween Pro / Position flickering
« on: March 22, 2016, 01:27:26 AM »
Hi, I have a three part animation, in the first one the code creates a coin and then moves it from a position to another in global coordinates:
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           GameObject gCoin = GameObject.Instantiate(
                prefabCoinGO, starts[j].position + Vector3.up*2.5f, starts[j].rotation
            ) as GameObject;
            Transform tCoin = gCoin.GetComponent<Transform>();
            Tween twCoin    = tCoin.DOMove(ends[j].position + Vector3.up*2.5f, timeToTravelCoin)
                .OnComplete(() =>

the second and third part, are two more animations but in local space, if i do those with this approach:
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            float t = Time.time;
            twCoin.OnUpdate(() =>
//I tried with a tCoin.Translate(...,Space.Self) too ,same result
                    Vector3 lPos = tCoin.localPosition;
                    tCoin.localPosition = Vector3.Lerp(
                        lPos + Vector3.up * Mathf.Sin(
                          Mathf.PI * 100 * Time.deltaTime * (Time.time - t)
                    , Time.deltaTime*10);
                    tCoin.Rotate(Vector3.up * Time.deltaTime * Mathf.PI * 60);

there are some of the coins that flickers in position, jumping with bad Y coordinates, maybe because it crosses the 0,0,0 point to another axis.

But, if i do this:
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            tCoin.DOLocalMoveY(-0.23f, 0.6f).SetLoops(-1, LoopType.Yoyo)
            tCoin.DORotate(Vector3.up * 360f, 3f, RotateMode.FastBeyond360)
                .SetLoops(-1, LoopType.Restart).SetEase(Ease.OutSine);
it works perfectly, what if i want to use OnUpdate(), does it keep a good track of the localposition or should i change dotween update for fixedupdate?

Hello my friend, I'm trying to understand what it's new in Unity 5.3.1 because now I can't compile the project in Visual Studio.This is the error:
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DOTweenAnimation.cs(9,19,9,21): error CS0234: The type or namespace name 'UI' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)

do you know how to fix this error?

Hi, I've some DOTweenPath components in gameobjects and I would like to play them in a sequence, can i use this?

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path is my DOTweenPath component reference.
Do I need to do this before use it? (i'm going to reuse it so i switch off the autokill and autoplay buttons in editor).
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because i have this error if i try to do that:
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Unhandled Exception: System.ArgumentException: Key duplication when adding: Void DORestart(Boolean)

  at System.Collections.Hashtable.PutImpl (System.Object key, System.Object value, Boolean overwrite) [0x00000] in <filename unknown>:0

  at System.Collections.Hashtable.Add (System.Object key, System.Object value) [0x00000] in <filename unknown>:0

  at Mono.CSharp.MethodGroupExpr.OverloadResolve (Mono.CSharp.ResolveContext ec, Mono.CSharp.Arguments& Arguments, Boolean may_fail, Location loc) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Invocation.DoResolveOverload (Mono.CSharp.ResolveContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Invocation.DoResolve (Mono.CSharp.ResolveContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Expression.Resolve (Mono.CSharp.ResolveContext ec, ResolveFlags flags) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Expression.Resolve (Mono.CSharp.ResolveContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.ExpressionStatement.ResolveStatement (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.StatementExpression.Resolve (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Block.Resolve (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.If.Resolve (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Block.Resolve (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Block.Resolve (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Block.Resolve (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.ToplevelBlock.Resolve (Mono.CSharp.FlowBranching parent, Mono.CSharp.BlockContext rc, Mono.CSharp.ParametersCompiled ip, IMethodData md) [0x00000] in <filename unknown>:0

Internal compiler error at Assets/Scripts/GameController.cs(594,10):: exception caught while emitting MethodBuilder [GameController::getPerfectShotRepresentation]

Can I modify the latest point of the path and re-evaluate it before play?
something like...
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path.GetDrawPoints()[path.GetDrawPoints().Length - 1].Set(ballDestiny.x, ballDestiny.y, ballDestiny.z);

DOTween & DOTween Pro / Problem with multiple OnComplete functions
« on: November 23, 2015, 10:57:03 AM »
I'm having an issue with OnComplete in Tweens (not sequences).
When I use .OnComplete function and a DoVirtual.DelayedCall inside the function, this is delayedcall never happen.
I think it must be something related to a number of limits in calls ,like a stack limit.
Can you confirm this please?

transform.DOMoveX(2f, 1f).OnComplete(() => { DOVirtual.DelayedCall(1f, () => { transform.DOMoveX(0f, 1f).OnComplete(() => { Debug.Log("Position 0"); }); });  });

that works perfectly but there is some cases ,more complicated , when the delayedcall is not working, when the amount of subsequent calls increases.

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