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Messages - Daniele

Pages: 1 ... 19 20 [21] 22 23
301
DOTween & DOTween Pro / Re: Troubles with sequences
« on: May 12, 2015, 11:40:26 AM »
I tested the second issue and everything works here. But I'm on a more recent version that I plan to push today, where I fixed a Sequence bug that might be related to that. Find it attached in the meantime :)

302
DOTween & DOTween Pro / Re: DOTween feature requests
« on: May 12, 2015, 11:28:29 AM »
I think I have a solution for the zero duration error. Will push it later today.


And I added JumpBy to my Todo list :)

303
DOTween & DOTween Pro / Re: DOTween feature requests
« on: May 12, 2015, 02:31:08 AM »
I can't test it now to be sure, but zero duration tweens are indeed supported. Are you using the latest DOTween version (1.0.665)?


About JumpBy, that's not as useful in a 3D environment, since you never know on which axis you want to jump. Still, to achieve the same effect you can, for example, do a DOMoveX of 3", and a DOMoveY of 1.5" with 2 Yoyo loops.

304
DOTween & DOTween Pro / Re: Troubles with sequences
« on: May 12, 2015, 02:27:53 AM »
Hello!

First one, you are using PrependInterval, which adds an interval at the beginning of a Sequence, instead of AppendInterval, which adds it after the current Sequence position. So you're actually setting both callbacks to be called after 3 seconds.

Second one, uhm... that is wrong instead. Are you using the latest version of DOTween (1.0.665)?

305
DOTween & DOTween Pro / Re: Check Waypoints of a Path Tween
« on: May 11, 2015, 09:29:29 PM »
Oh wait, maybe I can help more now that I understand better what you're doing. Let me see if I got it right.

You want to have the same exact path be translated as if it all started from a relative different position? Meaning the movement will be exactly the same, but it will simply happen on different coordinates based on where the gameObject is? So if the movement had the shape of an S, it will still move exactly like an S?

306
DOTween & DOTween Pro / Re: Check Waypoints of a Path Tween
« on: May 11, 2015, 09:10:00 PM »
Hi,

Right now it's not possible, since the tween will always consider the gameObject's position as the starting one (I chose to do that in order to make it consistent with the logic of the other tween types). But why you don't simply move the gameObject's position, when creating the new path, to where you want the first waypoint to be?

Cheers

307
Hi!

If you want to scale all your game's animations (tweens but also anything else you might have) except the UI, the best approach would be to:
  • use Unity's Time.timeScale (instead of DOTween.timeScale) to set the speed of the game
  • create the UI tweens by adding SetUpdate(true), which makes them Unity-timeScale independent (but not DOTween-timeScale independent)
Cheers!

308
Thanks to you :)

309
Hi,

That was changed a long time ago, because users were using that instead of OnComplete, and in the wrong way. I'm sorry you still have that legacy code, but just replace:
Code: [Select]
tween.onComplete = OnCompleteCallback;with
Code: [Select]
tween.OnComplete(OnCompleteCallback);and you're done

310
DOTween & DOTween Pro / Re: Check Waypoints of a Path Tween
« on: May 09, 2015, 12:27:31 PM »
Hi,

Are you talking about the DOTween Pro visual editor, or the regular version of DOTween? In the first case, if you get the latest version here (you'll need to be fully registered to access that page), there is a new button in the DOTweenPath Inspector, next to the Waypoints group, that allows to copy to clipboard a formatted array of the current waypoints.

Cheers,
Daniele

311
DOTween & DOTween Pro / Re: DOTween feature requests
« on: May 08, 2015, 08:35:15 PM »
Added that to the mythical todo list! :)

313
DOTween & DOTween Pro / Re: Unsolvable error
« on: May 08, 2015, 10:37:14 AM »
Hi!

Apologies for the late answer. I posted a warning on Unity Forums, that this week I will be slow to support because of special circumstances.

First of all, all static methods that accept a "target" filter don't work on a gameObject basis, but require the true target you used. For example:

Code: [Select]
// A transform tween
myTransform.DOMoveX(2, 1);
// is killed like this
myTransform.DOKill();
// or like this
DOTween.Kill(myTransform);
// but not like this
DOTween.Kill(myTransform.gameObject);

To kill all tweens on all children your approach is correct (you can scrap the gameObject filter), but it will kill only the tweens that have the main transform or a child transform as a target, and not, for example, tweens that are active on a material. If you still have a callback being fired, it means that you must have some other non-transform tween firing it (or maybe a tween with the same callback that has a completely different transform as a target?). If you're unsure, you could always give an ID to all the tweens you create on a gameObject (and just so you know, you can also use the gameObject itself as an ID), like this:
Code: [Select]
transform.DOMoveX(2, 1).SetId(transform.gameObject);and then you can do:
Code: [Select]
DOTween.Kill([font=Verdana][size=2px]transform.gameObject[/size][/font]);
Cheers!

314
I am super-puzzled, maybe even more than how puzzled I was with the last "#" issue. The delay property is just a regular property like the others that are saved, and there is definitely nothing that could prevent it from being saved, nor anything that resets it. As in the previous case, everything is working perfectly here. Can you send me a mail with an example project that replicates this issue?


Thanks!

315
I managed to implement it. I'm testing it out a little more and will push an update tomorrow.

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