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DOTween & DOTween Pro / DOPath callback on reaching each waypoint?
« on: January 09, 2016, 06:27:34 PM »
Is it possible to run a DOTween DOPath tween but have a callback that is... well called every time the tween hits one of the waypoints in it's array?



DOTween & DOTween Pro / Retrieving tween object from callback function
« on: December 15, 2015, 06:21:51 PM »
How would I access the actual tween that is responsible for the callback?

Code: [Select]
     public void someMethod(Transform transform) {
          transform.DOScale(, 1).OnComplete(doSomethingAfterTween);

     public void doSomethingAfterTween() {
          Tween theTween = ????



New to DOTween, was lured in by all the good reviews.  This means I am retrofitting my code from my current tween engine to DOTween.

I lean towards coding rather than using the Unity GUI for doing anything, this way I can have complete control of whats going on.

  • Is there an API doc listing all of your packages, classes, public types, functions, attributes, etc?
  • What is the relationship between a tween and a GameObject?  I see a method but it returns an "Object".... is this a GameObject or a Transform or... ?
  • How do I get the GameObject (or Transform) that a tween is associated with?
  • How do I get the tween from the Transform (or GameObject) that I know had a tween associated with it?

There are many reasons why one would want this info.  One simple example is GameObject reuse.  If I have a list of GameObjects that go obsolete at the end of an animation (tween), I don't necessarily want that GameObject to be destroyed, I want to reuse it (or perhaps I really do want that destroyed.. all depends on the situation).  That means it would be nice to know all of the relationships between your framework and Unity's as depending on the use case, I might have a list of tweens that I set off or I might have a list of GameObjects/Transforms that I want to manage.

Thanks much!


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