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Messages - DJVDJV

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DOTween & DOTween Pro / Major problem with DOMove in certain machine
« on: April 26, 2016, 09:56:13 PM »

I have problem with:  transform.DOMove-function.

It works smooth on 90% of machine setup but in:
core i7-3770 jm gtx960m, 32gb RAM

All goes wrong. No smooth movement and lags and like in videos:

This work OK even worser machine setup.. What might cause this?

In real game movent are real smoot.

PS: Got most recent build of DOTween

DOTween & DOTween Pro / Re: DOJump problem in 2D
« on: August 20, 2015, 07:36:10 AM »

Okis. I was member area already.

1) I upgraded to version -> DOTween Pro [pre-release] 0.9.320.

2) After that I got lot errors look (problem.png).

3) I  removed DOTween. ReInstalled from Unity Asset store and retry (same problem).

4) I tried run "DOTweenUtilityPanel" and whole Unity (5.1.1) freezed for 20 min (Then I force quit Unity)

5) Next I tried run Unity, and Unity was not able to run with my setting.. and reset all my setting were reset.. + still errors

6) I run TextMesh Pro - Unity 5.0 Beta 2.2.unitypackage from TextMesh pro forums... And still errors.

7) Did this:
replace the "DOTweenTextMeshPro.cs" and "DOTweenAnimation.cs" files you'll find in "Demigiant/DOTweenPro" with the ones attached here.
replace the "DOTweenAnimationInspector.cs" file you'll find in "Demigiant/DOTweenPro/Editor" with the one attached here.

Now I don't know what to do and my project is still broken with few errors. (problem2)

I really should do all this if I want update DOTween? (And still errors)

DOTween & DOTween Pro / Re: DOJump problem in 2D
« on: August 19, 2015, 10:19:19 PM »

I think I got version from assetstore:
1.0.750 (I have bought PRO license)

I try check update in Unity. But after install it still says "You got 1.0.750 try update"

But your download section shows version 1.0.810 (But is this PRO?)

DOTween & DOTween Pro / Swing tween
« on: August 19, 2015, 05:57:30 PM »

I want to do tween that:

Rotates object clockwise +10 decree then swings back un clockwise -20 decree then swing back to clockwise +10 decree.
Like make object swing... just one swing not infinite.

a) How to do this?
b) How to do this if I want swing infinite?

DOTween & DOTween Pro / Re: Some tweening help needed.
« on: August 12, 2015, 02:29:41 PM »
Now it works. Thanks LOT!

DOTween & DOTween Pro / Re: Some tweening help needed.
« on: August 12, 2015, 09:11:17 AM »
This one:
DOVirtual.DelayedCall(attackMoveSpeed, moveBack(location), false);
you should pass just the function name:
DOVirtual.DelayedCall(attackMoveSpeed, moveBack, false);

But how to pass location as parameter?

DOTween & DOTween Pro / DOJump problem in 2D
« on: August 11, 2015, 12:08:54 AM »
I have some problems in DoJump.

As in picture problem.jpg (Attachment) I would like to "jump" my object in "green route" from red square to blue square (Tilebased game, with kinematic objects no physics)

Anyways object seems to always jump as "purple route" to zero y.. It jumps to zero y even I am in for example coordinates 100,100... X-axis seems work well.

I use:
float jumpPower = 1f;

transform.DOJump(end, jumpPower, 1, 0.25f);

If I chance jumpPower to 0.1f or 100f object still jumps to zero y.

I have also tried DOLocalJump().. same problem there.

Any idea what is wrong?

DOTween & DOTween Pro / Re: Some tweening help needed.
« on: August 10, 2015, 10:53:28 PM »
Hmm how to make call back with parameter?

I get this work:

void DoAct()
 DOVirtual.DelayedCall(attackMoveSpeed, moveBack, false);

void moveBack()
        transform.DOMove(attackStartLocation, attackMoveSpeed);

I would like to do (But I bet compile error)

void DoAct(vector3 location)
 DOVirtual.DelayedCall(attackMoveSpeed, moveBack(location), false);

void moveBack(vector3 location)
        transform.DOMove(location, attackMoveSpeed);

also how to make call "inline" for example if I want just change boolean and does not want to do own method for it?
Something like:  DOVirtual.DelayedCall(2.5f, isBusy = false, false);

DOTween & DOTween Pro / Some tweening help needed.
« on: August 10, 2015, 07:52:28 PM »
I use moving from place "start" to place "end" this kind:
transform.DOMove(end, 1); .. and it is ok.

1 st question:

Now I need tween that moves transform half way to "end" and then back to "start" (in 1 sec) (I use it as attack movement in tile based game)
How I do it DOTween?

2 st question:

I need tween cannonball as "bow" from "start" to "end" this: transform.DOMove(end, 1); do straight line. (Something that birds fly in Angry Birds or cannon ball in tank games)
How to do it in DOTween?

3 rd question:

I need tween boolean value that is set to true.. but is set to false after 2.5 sec.. How to doit wit DOTween?

DOTween & DOTween Pro / Re: Pulsing effect on transform
« on: June 24, 2015, 08:45:35 PM »
Thank.. Working great , but got still one problem:

I flip objects to get sprites facing left or right with:

Multiplying localSacle with -1, this cause tween spin object.

How I can fix this? I should not want to add flipping as animation.

DOTween & DOTween Pro / Pulsing effect on transform
« on: June 24, 2015, 08:31:33 AM »

Just bought DOTweener so I am pretty new with it.

I would like to do pulsing effect to my gameobject when mouse over.

Like it to scale up to 3x from it original size then back to normal size... and continue this as long I got mouse is over.

How i should do it?

something like this:

void OnMouseEnter()   
   transform.DOScale(3, 1);
   // What I should do here?

void OnMouseExit()
 // Should I do something here?

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