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Messages - Daniele

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316
Mhmm no it can't. But you definitely have a point there. Am gonna try to make that work as soon as possible :)

317
Hey!


Delay should totally work, I use that all the time. What you mean with "tab away"?

318
Me neither :) The Sequencer was actually the main DOTween Animation editor I wanted to make. But I changed my mind because, with HOTween, users seemed to appreciate more a per-component system, contrary to my opinion. That said, I'm in a very bad period right now, but I hope to get more work on it for the end of the week.

319
There is nowhere to read about the Sequence Visual Editor: it's just in my personal "new features" list, and I don't want to advertize it until it's ready (especially since I still don't know the timing) :) In short, it will be like DOTweenAnimations, but instead of being attached to the target to tween, it will be a separate gameObject, and you will be able to add different gameObjects to it, with different tweens, to tween them as a group. It will also return a Sequence instead of a Tween, in case one wants to do additional stuff via code.

About Bezier curves, they're actually in my todo list, but with very low priority, so I don't have a schedule for now.

320
Hi! And thanks to you for getting DOTween Pro :)


I agree that it would be cool to be able to animate any variable, and indeed my previous visual editor (HOTween Visual Editor) could do that. But the only way to do that is via Reflection, which makes everything run slower (even if it would've made my life much easier), so I avoided that. Still, I'm thinking of a possible alternative that might use Reflection only in the Editor, and actually write new C# classes to do the job at runtime. But I'm not sure if I'll really do that (because it has some pros but also some cons), and right now I'm prioritizing other features (like a Sequence Visual Editor).

321
DOTween & DOTween Pro / Re: Tween rotation around point or object?
« on: May 01, 2015, 12:39:58 PM »
This got derailed a little, because it's pretty complicated, and after working on it a while I had to prioritize some other issues that came out. Still, I hope to have it done as soon as possible.

In the meantime, a trick would be to use a parent/child logic. You place the parent at the position where you want to rotate around, place the child wherever you want, then rotate the parent. That way, it will behave exactly as a RotateAround.

Cheers :)

322
DOTween & DOTween Pro / Re: Using source code
« on: April 30, 2015, 09:03:29 PM »
Wooooh I had no idea UnityVS allowed breakpoints in DLLs! That is supercool, thanks for the tip :)

About "DOTWEEN :: This Tween has been killed and is now invalid", that is a warning and not an error because it doesn't throw an exception nor stops running some piece of code, but simply warns you that the operation you tried to do was ignored, and for what reason.

323
DOTween & DOTween Pro / Re: Using source code
« on: April 29, 2015, 03:52:51 PM »
Hi,


DOTween's source code needs to be compiled in a DLL, because lose scripts don't support some of the features that DLLs do, and that's why those errors are happening. You could use the solution that comes with the source code and set it up in Visual Studio (or MonoDevelop).


That said, if you could create a sample project that replicates this issue and send it to me it would be great: I will squash the bug asap.


Cheers,
Daniele

324
DOTween & DOTween Pro / Re: Arc movement
« on: April 26, 2015, 01:10:01 PM »
Hi,

To achieve an arc movement you could either tween the X and Y of your transform with different eases:
Code: [Select]
myTransform.DOMoveX(3, 2).SetEase(Ease.OutQuad);
myTransform.DOMoveY(3, 2).SetEase(Ease.InQuad);

Or you could use blendable tweens (which are special types of tweens that can interact with each other), and move your target's X axis with one, while moving the Y's axis with another in a Yoyo loop:
Code: [Select]
myTransform.DOBlendableMoveBy(new Vector3(3,0,0), 2);
myTransform.DOBlendableMoveBy(new Vector3(0,3,0), 1).SetLoops(2, LoopType.Yoyo);

325
DOTween & DOTween Pro / Re: Adding a Tween to a sequence by its ID
« on: April 25, 2015, 01:30:05 PM »
Hi,

About FROM, you're right: it is set as soon as the tween starts.

And about the dropdown, sadly that's a Unity issue, where there is no way to assign a specific Component (if multiple Components of the same type are present on the same GameObject) as an Inspector reference. That's why I added methods like DOPlayById or DOPlayNext (which plays the next tween on a Component, following a top-down order, that is not already playing, until its internal "tweens counter" reached the end).

About your Sequencing issues, even if DOTweenAnimation was not built to be used with Sequences, that should work. Are you Restarting the Sequence, and not the tween? After you investigate more, send me another repo so I will help you out.

Oh, and I can assure you that DOTween is definitely not focused on a single "play at instantiation" logic, quite the contrary (my tween workflow is most of the time focused on reusing existing tweens instead of "fire and forget").

P.S. I don't know if I mentioned this already, but I'm working on a Visual Editor Sequencing panel to add to DOTween Pro. It won't be tied to a single gameObject and will return a Sequence, so it should be perfect for your case. But before doing that, I'm refactoring some internal parts of DOTweenAnimation/Path, so they will share a common architecture/logic, thus it might take a while.

326
DOTween & DOTween Pro / Re: Set float value and callback???
« on: April 25, 2015, 01:18:05 PM »
Hi,

In Unity (as in almost all engines/languages) floats are a value type, not a reference type. That means that if you pass "abb" alone to a tween, you are passing the numeric value of "abb" and not a reference to it, thus it won't be tweenable. You should write this instead (assuming "abb" is a variable of a class instance that you stored as "myClass"):

Code: [Select]
DOTween.To(()=> myClass.abb, x=> myClass.abb = x, Random.Range(0.5f,1.5f), Random.Range(0.2f,2f)).OnComplete(ResetTweenParameters());

327
DOTween & DOTween Pro / Re: Adding a Tween to a sequence by its ID
« on: April 25, 2015, 01:24:03 AM »
I managed and found the issue! With vDebugSequenceIssue set to TRUE, you were trying to add the same tween to multiple Sequences, which can't be done. I now updated DOTween to safely prevent that instead of throwing an error. Grab the version attached here and overwrite with it the Demigiant/DOTween folder (you'll also have to run DOTween's Setup from the Utility Panel again).

328
DOTween & DOTween Pro / Re: Adding a Tween to a sequence by its ID
« on: April 25, 2015, 12:48:45 AM »
It worked! :)


Gonna take a look now, but if it starts getting too complicated I will continue tomorrow (almost 1AM here). And thanks to you for sending me the bugged project. I hate bugs. Will squash them all!

329
DOTween & DOTween Pro / Re: Adding a Tween to a sequence by its ID
« on: April 24, 2015, 10:27:51 PM »
Thanks! Upload it using something like Dropbox or Mediafire or anything like that, and send me the link via Personal Message (click on the balloon icon below my avatar). If you have problems uploading it somewhere, write me a message anyway and I'll share my mail with you, so you can simply attach it there.

330
DOTween & DOTween Pro / Re: Adding a Tween to a sequence by its ID
« on: April 24, 2015, 09:27:38 PM »
Agh, that error shouldn't be there at all. I can't find a way to replicate it, and it's a very sneaky one. Any chance you could send me your project so I can test it there? Or if you manage to create a barebone replica it would be even better.

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