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Messages - Daniele

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46
DOTween & DOTween Pro / Re: Tween got killed without obvious reason
« on: January 15, 2016, 04:48:03 PM »
Hi,

I often use your same logic (enable child and run tween from parent) and never encountered this issue. Can you write me the full log you get when "Killed" is logged? That might help find the issue.

Cheers,
Daniele

47
DOTween & DOTween Pro / Re: all tweeners become more and more slower
« on: January 12, 2016, 01:13:30 PM »
I'm afraid that the only way we can understand what's happening is if you add a UI panel somewhere in your game that constantly shows the current app FPS, Unity timeScale, and DOTween's timeScale (DOTween.timeScale). Those are the things that might cause the slowdown after a while, and seeing which one is changing would help a lot.

Also, there's a couple things you should try:
1) update to the latest DOTween Pro version (which comes packed with the latest DOTween)
2) if after the update the problem happens again, send me the Android log file, so maybe I can find something in there, even if it's not a DOTween problem

48
DOTween & DOTween Pro / Re: all tweeners become more and more slower
« on: January 12, 2016, 11:57:32 AM »
Hi!

Uhmmm that is very weird. I have applications running DOTween even for a whole day, and never had this issue. Maybe you're not setting DOTween's timeScale, but you're instead changing Unity's timeScale (which would change the tweens timeScale too, unless they're set as timeScaleIndependent)?

Another thing might be that the phone somehow gets into "energy conservation" mode, but in that case you would see the framerate drop down, not the tweens getting slower, so I guess that's not it.

Let me know.

Cheers,
Daniele

49
DOTween & DOTween Pro / Re: Killing a tween, not working?
« on: January 12, 2016, 10:36:33 AM »
Great! And thanks for being so nice :)

50
DOTween & DOTween Pro / Re: Killing a tween, not working?
« on: January 12, 2016, 12:16:46 AM »
Hi!

DOTween.Kill(transform) will work only if the tween was actually created with a transform shortcut (like thatTransform.DOMove). Otherwise, you could always store the tween as a reference and kill it directly (also more efficient), with myTweenReference.Kill().

If instead you did create the tween from the transform, then the only reason it might not be working is that you're somehow recreating the tween somewhere else?

Cheers,
Daniele

51
Great! :)

52
Hi!

I can't test it right now, but you should definitely be able to add a path tween to a Sequence. To do that though, you have to be sure it didn't start, otherwise it won't be allowed (for example, calling DORestart actually starts the path so you shouldn't do that). Just uncheck AutoPlay in the Inspector and everything should work.

About changing a path's waypoint at runtime, that can't be done, sorry. A DOTweenPath's path is pre-calculated in the editor to make things faster, so it can't be changed later. Still, you could get the path's waypoints and create a completely new path tween using DOPath.

Cheers!

53
No worries, glad it's solved ;)

54
Uhm that is weird. Are you sure you're not calling SwitchLane from some other script, when shipLaneTween has not yet been initialized? Can you set a series of logs before the ChangeEndValue, to verify if shipLaneTween is different from NULL and if LM.laneArray is also different from NULL? Also, can you copy/paste here the entire error log message, so I can check it out better?

55
Hi!

With single-axis tweens, you still have to pass a full Vector3 when changing the end/start value. That's because a single-axis tween is actually tweening via a Vector3, even if the other axes are ignored. Just change to this:

Code: [Select]
// The other axes will be ignored so just insert a 0 there
shipLaneTween.ChangeEndValue(new Vector3(LM.laneArray [shipLaneDestination].x, 0, 0),true).Restart();

Cheers,
Daniele

P.S. that's my bad for not making this clearer in the docs. Will update them

56
DOTween & DOTween Pro / Re: DOPath callback on reaching each waypoint?
« on: January 10, 2016, 02:08:01 AM »
Hi,

You can use a lambda too with OnWaypointChange, while accepting the int parameter:
Code: [Select]
// "x" in this case represents the int parameter
...OnWaypointChange(x=> AnotherMethod(x, myTween));
// ...
// Example method
void AnotherMethod(int waypointIndex, Tween myTween) {}

About the path returning to the start, that should totally not happen. Are you using the latest version of DOTween (1.1.135)?

Cheers,
Daniele

57
DOTween & DOTween Pro / Re: DOPath callback on reaching each waypoint?
« on: January 09, 2016, 06:57:13 PM »
Hi,

Absolutely, check out the OnWaypointChange callback ;)

Cheers,
Daniele

58
Ah, great, that is very interesting and seems the smartest solution! I'll keep that in mind, thanks for sharing :)

59
Hi, and sorry for the delay. Notifications got messed up and didn't reach me :(

First of all thanks for the clear gif, which explains what you're asking perfectly. That said, I'm afraid that right now that can't be accounted for, since DOTween simply tweens a string, but doesn't "know" where it's going to be displayed (nor it wants to know, because that information would make the tween data heavier). Still, I'm going to think about it and see if I can develop some kind of tween plugin to take care of that, but it might take some time.

Cheers and sorry again,
Daniele

60
Hi, and surpersorry for the delayed answers. I don't know why this damn forum is sending me some notifications but not others.

Multiple paths aren't implemented in DOTween, because of its lightweight architecture and focus type. If you want an asset that is purely focused on paths I always suggest Simple Waypoint System, which uses DOTween in the background but with a different approach (a little heavier, but with much more options).

Cheers and sorry again,
Daniele

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