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Messages - Kira

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1
DOTween & DOTween Pro / Re: Tween got killed without obvious reason
« on: November 24, 2015, 12:51:53 PM »
Yeah, i have few references to Tweens in project. Just noticed that with recycling turned on, _playerMapObject move tween becomes gameplay main sequence used to animate all game elements. Only tween killed manually in project is.... ta-da! gameplay main sequence))) So it can be reason of buggy appearance and unexpected killing of tween.

But! I'm using gpMainSequence.SetOnComplete() for some animation logic of gameplay. With recycling turned ON it seems like SetOnComplete working like "+=" instead if "=" so my gameplay animation logic works like expected but in the same time i got Debug.Log() messages, used for test _playerMapObject move tween. So i mean recycling doesn't fully clean Tween for reuse.

2
DOTween & DOTween Pro / Re: Tween got killed without obvious reason
« on: November 24, 2015, 12:28:04 PM »
Just added version you attached. Without recycling it's working as expected, but when i'm turning it ON. Bug appears again. Now AutoKill in settings panel is true state.
I'm using DoTween in whole project. For moving GameObjects that contains NGUI or 2dToolkit components attached. Changing color, alpha, rotation and scale. DoTween really saved my life  :)

What do you mean by
Quote
Recycling can cause issues if not used correctly
???
I moving playerObject on map by tween from one level button to another. After that many tweens used in gameplay. After level Win - new move animation runned - to go to the next level button. I think recycling broken self or by my code  ;)

3
DOTween & DOTween Pro / Re: Tween got killed without obvious reason
« on: November 24, 2015, 12:17:15 PM »
I made back up to my project GIT stable version. DoTween version again 1.0.750.
Same issue happening sometimes. BUT!!! After i unchecked "Recycle Tweens" in settings panel bug disappeared and tweens started to work like a charm ;D
I will try update to latest version of DoTween now and update post with results of check/uncheck recycle.

4
DOTween & DOTween Pro / Re: Tween got killed without obvious reason
« on: November 24, 2015, 12:01:43 PM »
Text from your mail:
Quote
Tweens being killed without reason seems very strange. I use DOTween a lot and never encountered this bug (nor anyone else has). I think the possible reasons in your case might be:
  • The tween's target becomes NULL, and thus the tween suicides to prevent errors
  • You're trying to restart a tween that is already complete and has SetAutoKill to FALSE, and thus has already being killed
  • You're firing another tween on the same property, and thus the two will fight each other and only one will win
  • You have some other forces blocking the tween
  • You are calling myTarget.DOKill, which will kill all tweens on that same target

1. Tweens target is GameObject instantiated at Start() function of my MonoBehavior-inherited script. Script attached to GameObject in Scene. Instantiate using preconfigured Prefab. After that - tween is only action that i doing with that object.
2. Tween got new created every time when i need to move _playerMapObject. Never tried to restart it.
3. Haven't other tweens using _playerMapObject as target.
4. No idea...
5. Never calling DOKill

5
DOTween & DOTween Pro / Tween got killed without obvious reason
« on: November 24, 2015, 11:44:26 AM »
Hi, i got strange behavior of tween in my project.
Sometimes it's playing normally without problems. But sometimes it's got killed at the beginning or in the middle of tween.

Code: [Select]
_playerMapObject.DOLocalMove(targetPosition, playerMoveTime)
                                .OnStart(() =>
                                {
                                    Debug.Log("move started");
                                })
                                .OnPause(() =>
                                {
                                    Debug.Log("move paused");
                                })
                                .OnUpdate(() =>
                                {
                                    Debug.Log("move update, position: " + _playerMapObject.localPosition);
                                })
                                .OnKill(() =>
                                {
                                    Debug.Log("move killed");
                                })
                                .OnComplete(() =>
                                {
                                    if (needToPrestartNextLevel)
                                    {
                                        needToPrestartNextLevel = false;
                                        gpm.OpenLevel(curLevel);
                                    }
                                    Debug.Log("move complete");
                                });

_playerMapObject is Transform of GameObject, that contains child GameObject with 2dToolkit image attached
_playerMapObect.localPosition NEVER equals to targetPosition before tween call.
playerMoveTime always equals 0.5f

I tried to use SetAutoKill(true/false) on current tween and also set autoKill to true/false in DoTween Settings Panel. Anyway it can play fully or get killed after one or two OnUpdate calls or even just after OnStart call. Also i tried to set true/false on reuse tweens - same results.

I never use Kill for tweens so i think it's killed by DoTweenManager.

I'm using Unity 5.2.1f1 on Windows. Target platform Standalone. Used DoTween version 1.0.750. Update to version 1.1.060 changed nothing....

Please help me, project near release date, so i need to fast fix it.

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