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Messages - Daniele

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286
DOTween & DOTween Pro / Re: Problem on iOS builds since 0.9.255
« on: May 18, 2015, 06:25:58 PM »
Hi Shannon,

My apologies, in the last version, where I made startup much faster, I also introduced a bug that didn't use UGUI RectTransforms correctly with Move tweens, and you just made me realize that (it was indeed due to the size difference). It's fixed now, get the latest update here.

287
You're welcome :)

288
Fixed, and sorry for the bug. Grab the update here.

289
Hi!


Checking it out now.

290
Hi,

Sorry for the delayed answer, but I got taken by today's general DOTween + Pro update.

I just tested your use case to be sure I didn't introduce a bug, but here local path movement works correctly. Can you create a sample project that replicates your issue?

291
DOTween & DOTween Pro / Re: Check Waypoints of a Path Tween
« on: May 13, 2015, 11:05:54 PM »
I am sure I can think of a better solution (if I truly understood). I made something like that for the Pro visual editor, where you can spawn objects wherever you want and the tween will re-adapt. But I'm certain I can do that with the free version too :)

292
DOTween & DOTween Pro / Re: Rotate Around
« on: May 13, 2015, 11:03:37 PM »
Hi! Glad you like it :)


No RotateAround tween for now, though I have it in my todo list since a while. Hope to have it done soon.


In the meantime, you can use a trick and put your "rotateAround" object inside a parent, shift it for the amount you want, and then rotate the parent.

293
DOTween & DOTween Pro / Re: Check Waypoints of a Path Tween
« on: May 13, 2015, 06:47:55 PM »
I think I understand better now. I was slammed today to push the new DOTween update, but I'll try to test a solution for this tomorrow.

294
DOTween & DOTween Pro / Re: DOTween feature requests
« on: May 13, 2015, 06:37:34 PM »
Voilą, if you grab the latest version of DOTween, it fixes that bug and adds DOJump :)

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This version I'm attaching should fix it. Could you test it in your main project too, just to be on the safe side?

296
DOTween & DOTween Pro / Re: Troubles with sequences
« on: May 12, 2015, 09:00:15 PM »
You're welcome :)

297
Thank you! I will test it tomorrow.

By the way, I forgot to mention that in the meantime if you auto-increase the capacity at startup (following the instructions of the initial warning log) you will avoid this error.

298
DOTween & DOTween Pro / Re: Troubles with sequences
« on: May 12, 2015, 01:46:49 PM »
In the last example, that is the correct behaviour. If you force-complete a tween, only an OnComplete callback will fire, and nothing else. Because you're not "scrubbing fast" towards the end, but just jumping to the end, so every other callback won't be taken into consideration.

299
DOTween & DOTween Pro / Re: Check Waypoints of a Path Tween
« on: May 12, 2015, 01:44:56 PM »
If with "position" you mean "time position", then yes, Goto is certainly the best approach. But if instead you want to spawn the enemy at a random point, and still have it make a complete S it's not (but I could find a solution to do that). I'm not yet 100% sure of the usage, sorry. Do you have a video of what you'd like to do by any chance? Or a drawing?

300
Hi,


This is a weird issue that I can't reproduce. Can you create a barebone example that replicates it and attach it here, so I can check it out?

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