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Messages - editkid

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Ah yes, of course. Thank you!  :)

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Just ran into the following and wanted to check if it's intentional. The .OnPlay() callback doesn't seem to be called .OnRestart() of a Sequence.

It works when you do .Rewind() and .Play(), however.

Code: [Select]
DOTween v1.0.750
DOTween Pro v0.9.290

Cheers!
Peter

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DOTween & DOTween Pro / Re: Simultaneous tweening of separate axes
« on: August 08, 2015, 10:37:46 AM »
Thanks! As I suspected. I'm probably missing something, and apologies for the crude example, but would it be possible to do the following? If you wanted to do a hypothetical DORotateY.

Code: [Select]
Vector3 v = transform.rotation.eulerAngles;
transform.rotation = Quaternion.Euler (v.x, value, v.z);

Cheers,
Peter

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DOTween & DOTween Pro / Simultaneous tweening of separate axes' rotation
« on: August 07, 2015, 03:47:57 PM »
Hi! Just wondering if I'm correct in this assumption. In the following scenario the second tween would override the first.

Code: [Select]
obj.DORotate(Vector3.up, 0.5F);
obj.DORotate(Vector3.right, 1);

To clarify, tween #1 goes to (0,1,0) and #2 to (1,0,0). The second tween re-specifies the Y component of the first tween as 0, effectively overriding #1's Y value of 1.

It'd be handy to be able to do these compound rotations at different speeds, although I can see how that might get tricky in terms of setting the Euler angles or Quaternion values. Can't do them for a single axis.

Or maybe I'm not understanding the correct way to make this work simultaneously. Sequences? SetRelative? DOvoodooMagicTween?

Thank you kindly! I love DOTween to bits.

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