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Messages - Daniele

Pages: 1 ... 21 22 [23]
331
Oh sorry, I thought you were actually using script and not the visual editor. And yes, the new update uses anchorPosition by default when applying a Move to UGUI objects. Glad it's solved :)

332
Hi,


If you want to create a new tween every frame, you should store your tween as a variable, and be sure to kill the previous one before creating a new one (so that they don't "fight"). That said, creating a tween every frame kind of nullifies the usefulness of the tween itself, and I would actually recommend to use custom code to control stuff that is changed every frame.

333
Hi again :)

First of all, consider that a relative tween sets its final endValue as "relative to its start value", but after that is done, both the startValue and the endValue are "fixed", meaning that if you restart the same tween after moving your target, it will jump to its original startValue and tween to its original endValue.

That said, you shouldn't move a Transform when working with the UI, because changing the transform's position of a UGUI object can hit performance quite a lot, since Unity has to "rearrange" a lot of variables to then keep correct anchors, raycasts, etc. You should instead change a RectTransform's anchoredPosition, which is much more performant.

You can animate that by using the RectTransform shortcuts (specifically DOAnchorPos). Also, if you do that, TADAH! Everything will still work correctly after your screen changes from landscape to portrait and viceversa, because while a UGUI's Transform position actually changes when the screen layout changes (and thus the "fixed in stone" relative tween will behave as I explained in the intro to this post), a RectTransform's anchoredPosition doesn't :)

334
DOTween & DOTween Pro / Re: Adding a Tween to a sequence by its ID
« on: April 21, 2015, 08:18:26 PM »
Glad you're getting it to work.

About the visibility, I'm thinking of a way to be able to activate/deactivate a gameObject via a checkbox in the DOTweenAnimation Inspector. Or maybe to instead add a
Code: [Select]
DOTweenAnimation.DOSetActive(bool active) which could be used via the visual tween events.

Cheers!

335
DOTween & DOTween Pro / Re: Adding a Tween to a sequence by its ID
« on: April 21, 2015, 05:54:10 PM »
TweensById did have a bug with tweens created by DOTween Pro, sorry for that. Download this new version of DOTween (just replace the DOTween folder with the one inside the download) and it'll be fixed.

336
DOTween & DOTween Pro / Re: Adding a Tween to a sequence by its ID
« on: April 21, 2015, 01:31:39 PM »
Hi,

I'm back. Will have to work on a thing for the next hour, but then I'll jump on this issue, because if TweensById isn't working that can only be a bug and I'll fix it :)

About the other questions, you can't assign a DOTweenAnimation tween to a public Inspector variable, because the tween is created at startup. But you can assign the DOTweenAnimation itself (regardless of which one, in case you have more), and then call

Code: [Select]
myDOTweenAnimation.GetTweens();
which returns a list of all tweens created by all DOTweenAnimations on the gameObject (which, after all, is like calling

Code: [Select]
DOTween.TweensByTarget (myGameObject);
About the enable/disable request, I'm adding it to my todo list.

337
DOTween & DOTween Pro / Re: Adding a Tween to a sequence by its ID
« on: April 21, 2015, 02:54:50 AM »
Hi,

I never thought of using visual editor tweens in a Sequence. In theory, that should be possible as long as the tweens are not set to AutoPlay (because a tween can be added to a Sequence only before it starts). I can't test it now (3AM here and I'm going to bed), but your approach should work. The only reason I can think of why TweensById is not returning you anything, is because you're maybe calling it before the tweens are created? If you're calling your FindTween method inside Awake, try with Start.

Let me know, and cheers.

P.S. on a side note, I have in my "maybe" list the idea of creating a new visual editor panel that will allow you to create Sequences of tweens connected to different gameObjects.

338
DOTween & DOTween Pro / Re: DOTween feature requests
« on: April 20, 2015, 08:09:47 PM »
Mhmm that would require some additional logic inside Tweeners which would make them slightly slower and slightly heavier, and I would prefer to avoid that. Why not just make a Sequence with an end interval?

339
DOTween & DOTween Pro / Re: Local Rotate not really local?
« on: April 20, 2015, 01:44:27 PM »
Hi,


I just tested this again to be sure, but everything works correctly here, and with your settings the child rotates around its own Y axis as it should. Could you replicate this in a barebone project, upload it somewhere, and send me a download link via Personal Message (by clicking on the balloon icon under my avatar)? That way I can see what's happening.


P.S. also, be sure you're using the latest version of DOTween Pro.

340
DOTween & DOTween Pro / Re: Tween rotation around point or object?
« on: April 20, 2015, 12:59:52 AM »
Hi,


Sorry but no. I have that in my todo list since quite a while, but still didn't implement it. I just prioritized it and will do it asap.

341
DOTween & DOTween Pro / Re: DOTween feature requests
« on: April 14, 2015, 12:53:15 PM »
Ah, right on time! :) I implemented it in the update I pushed a few days ago.

342
DOTween & DOTween Pro / Re: Invoice NO
« on: April 14, 2015, 11:58:00 AM »
Oh I just activated you in the meantime ;) Send it to me anyway, so I can store it

343
Register your copy of HOTools to access the private download area of this forum.

To register, please follow these steps:
  • If you aren't already registered on this forum, do register
  • Click on "Profile"
  • Select "Modify Profile > Group Membership"
  • Request membership of the "HOTools" group. Then in the next page enter your asset store invoice number in the "Please give a reason for joining this group" text box.
After your registration is approved, a new "HOTools Private Download Area" board will magically appear.

Please note: your registration will need to be approved and might take a while (hopefully a few hours, but might even require more than one day). Please be patient, I'll be there as soon as possible.

Where to find the invoice number
When you purchased HOTools, you will have received the invoice as a PDF attachment. Open the PDF and look for the "Invoice NO." field. There it is.

344
Register your copy of DOTween Pro to access the private download area of this forum.

To register, please follow these steps:
  • If you aren't already registered on this forum, do register
  • Click on "Profile"
  • Select "Modify Profile > Group Membership"
  • Request membership of the "DOTween Pro" group. Then in the next page enter your asset store invoice number in the "Please give a reason for joining this group" text box.
After your registration is approved, a new "DOTween Pro Private Download Area" board will magically appear.

Please note: your registration will need to be approved and might take a while (hopefully a few hours, but might even require more than one day). Please be patient, I'll be there as soon as possible.

Where to find the invoice number
When you purchased DOTween Pro, you will have received the invoice as a PDF attachment. Open the PDF and look for the "Invoice NO." field. There it is.

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