Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - cem

Pages: [1]
DOTween & DOTween Pro / Tweening with a moving endPosition
« on: January 18, 2016, 06:30:27 PM »
I have a moving platform where I want to tween my object to. From what i understood it's not possible; so the end position must be 'static' . Can someone confirm ?
Thanks !

DOTween & DOTween Pro / CHRONOS support, kinda works ... but ..
« on: November 18, 2015, 03:14:29 PM »
I have the following Tween :
Code: [Select]
transform.DOMoveY(NY, Random.Range(1,2), false).SetEase(Ease.InSine).OnUpdate(setFalling).OnComplete(playSound).RegisterChronosTimeline(time);

where RegisterChronosTimeline is:
Code: [Select]
using Chronos;
using DG.Tweening;

public static class MyExtensions
public static void RegisterChronosTimeline(this Tween tween, Timeline timeline)
tween.OnUpdate(()=> tween.timeScale = timeline.timeScale);

But i have the following Warning:
An error inside a tween callback was silently taken care of > Object reference not set to an instance of an object

But i've checked; 'time' is not null, it's defined in the Chronos Class.

(i basically did this one :

What's wrong here ?

Glad if someone can help me out;

Thanks !

DOTween & DOTween Pro / Re: How to detect collisions during a Tween ?
« on: November 07, 2015, 06:14:47 PM »
I meant the regular OnCollisionEnter callback that you can add to MonoBehaviours ;)

:) Nevermind, it worked ! Thanks ! Cheers.

DOTween & DOTween Pro / Re: How to detect collisions during a Tween ?
« on: November 07, 2015, 05:56:10 PM »

A tween and physics behaviour (bounces/etc) can't work together, since a tween is like  fixed animation that will forcefully go its own way in spite of external forces. So your blocks actually collide, but the tween just make Unity ignore that and move on.

What you could do, is use a callback for collision (like OnCollisionEnter) to determine when a collision happened, and stop the tween so that the physics engine can replace it.


Thanks Daniele,

But i don't get it; can i write a callback myself ? because on the 'On'Callbacks there's no 'onCollision'.

DOTween & DOTween Pro / How to detect collisions during a Tween ?
« on: October 29, 2015, 08:25:25 PM »
I'm having this issue; where i have blocks falling on the character; the blocks have a tween running but it won't "collide" unless the tween has completed.

I wonder if there's a way to do this ?


Pages: [1]