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Messages - Daniele

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61
DOTween & DOTween Pro / Re: Tweens stop working on iOS device
« on: January 09, 2016, 02:15:41 AM »
Hi,

I am so sorry for answering so incredibly late. I just discovered that some (actually a lot) forum notifications never reached me, while others did, argh :(

About the first issue, I believe it might be caused by an error which was happening in older versions, for which I implemented a fix some weeks ago. Can you try the latest version?

About the MissingReferenceException instead, there is no way to give more details about it, but it's caused by a RectTransform being the target of a running tween, and being destroyed while the tween is still running. That should be caught by the safe mode though, so I assume you disabled it (or changed the iOS build settings so it doesn't work anymore?).

Cheers and sorry again,
Daniele

62
DOTween & DOTween Pro / Re: DOTweenPath and DOGoto not working
« on: January 09, 2016, 02:09:24 AM »
Hi, and sorry for the delayed reply (forum notifications got messed up and didn't reach me).

If the DOTweenPath is inactive, it means the tween hasn't been created yet, so the Goto will fail. If you don't want the tween to start automatically, just uncheck AutoPlay on the behaviour without deactivating it. Then Goto will work.

On a secondary note, I'm working on a similar project that uses a path with panning touches. Instead of Goto, I'm simply changing the tween's timeScale depending on the pan power.

Cheers,
Daniele

63
DOTween & DOTween Pro / Re: Create a paused sequence
« on: January 05, 2016, 08:20:54 PM »
As long as you create a tween and add it to a Sequence within the same frame, the tween will not start and will be controlled by the Sequence play/pause state. If the tween starts instead, it won't be allowed to be added to a Sequence anymore.

64
DOTween & DOTween Pro / Re: Retrieving tween object from callback function
« on: December 15, 2015, 06:25:31 PM »
Hi Par!

You can't. But you could always store it as a reference and pass it to the callback as a lambda:

Code: [Select]
public void someMethod(Transform transform) {
   Tween t = transform.DOScale(Vector3.zero, 1);
   t.OnComplete(()=> doSomethingAfterTween(t));
}
public void doSomethingAfterTween(Tween t) {
   Tween theTween = t;
}

65
Ahoy! :)

1) The official docs are the full API reference. They were a pain to create and a pain to maintain, since they require a lot of manual work, but it's the only way. API generators simply don't work with DOTween's architecture (which is pretty weird in order to boost performance), so a classic API reference is just not possible. I created it initially (you can see it here), but then I realized it's unreadable so stopped updating it and removed the link from the website.

2/3) Yes, definitely accurate

4) You can indeed add IDs to tweens (using SetId), so then you can get a list of tweens with the given ID (using TweensById) and use that instead. Or you can filter the "list by targets" by checking the tween.id that you set.

Alternately, note also that every static DOTween control method (like DOTween.Play/Pause/etc) accept a target or an ID if you want, so your operation will already be filtered.

Cheers!
Daniele

66
Hi!

  • There's the official docs, which include all the public API. If you're asking if there's a more "classic" version of it, then no. The reason is that DOTween uses a lot of internal extension methods, and API doc generators just create a mess with those
  • None. The target of a tween is simply the thing from which you call the DO(Move/Color/Whatever). So in case of an Image.DOColor, the target is the image, while in case of a transform.DOMove the target is the transform. The target is NEVER a gameObject (unless you're using DOTween Pro Animations, in which case the target is actually set as the gameObject for convenience), simply because it has no animatable properties. Also, consider that if you create an animation with the generic way, so without the DO shortcuts, the target will be NULL. Internally, the target has no use other than an ID to determine how many tweens are running on the same target.
  • myTween.target gets the aforementioned target, which will be a transform in case of DOMove etc, but otherwise a tween has no idea of gameObjects or transforms, because tweens are not tied only to gameObjects: you can tween every property you want.
  • DOTween.TweensByTarget returns a list of all tweens with the given target

Most important, tweens are not related to gameObjects at all. DOTween is a separate engine that animates what you tell it, which can be a transform but also a float on a class that has nothing to do with Unity.

Cheers,
Daniele

67
DOTween & DOTween Pro / Re: Reusing sequences
« on: December 12, 2015, 03:13:53 AM »
Hi!

On single DOTweenAnimations that are set as relative you can call Restart(true) to make them restart from the point where they are. But if you put them in a Sequence I'm afraid that's not possible, because a Sequence behaves like "fixed" movie timeline. That is by design, since tweens in a Sequence are often dependent on the other nested tweens, so changing them would break the Sequence.

That said, just to give it a try, tomorrow I'll tinker a little and see if I can find a solution, but I'm really not sure it can be done.

Cheers,
Daniele

68
DOTween & DOTween Pro / Re: Infinite Rotation - only colliders rotating
« on: December 10, 2015, 11:49:30 PM »
:D :D :D I thought Probuilder was taking control of that with his scripts! Well, great that we solved it, and greetings from Italy! Gonna go eat now! Though no pizza, how sad!

69
DOTween & DOTween Pro / Re: Infinite Rotation - only colliders rotating
« on: December 10, 2015, 11:27:47 PM »
P.S. are you sure there's no way to tell Probuilder not to mark those objects static? Maybe there's some hidden setting somewhere.

70
DOTween & DOTween Pro / Re: Infinite Rotation - only colliders rotating
« on: December 10, 2015, 11:26:43 PM »
I am so tired too, and hungry! Ohno I want a pizza now :D

71
DOTween & DOTween Pro / Re: Infinite Rotation - only colliders rotating
« on: December 10, 2015, 10:50:47 PM »
Yup, but I mean if they work even while in play mode :P

72
That is very weird. Maybe there's a bug where the grid layout is somehow shrinked when Unity loses focus, or its internal areas get messed up. Did you try it on the latest Unity 5.3?

73
DOTween & DOTween Pro / Re: Infinite Rotation - only colliders rotating
« on: December 10, 2015, 07:42:02 PM »
Ah, that is very interesting, thanks for the detailed info. When you said you also tried to move or scale, you mean also manually at runtime, or only via DOTween? I'm trying to understand if, in short, Probuilder objects are all static (somehow), which would prevent them to be moved in any way at runtime, unless you make them uneditable.

Cheers,
Daniele

74
Hi,

I can't replicate this issue. But you mean it happens in the Unity Editor? Or in builds? Can you tell me more?

Cheers,
Daniele

75
DOTween & DOTween Pro / Re: Infinite Rotation - only colliders rotating
« on: December 09, 2015, 10:42:47 AM »
Very curious to see what you find, also because I plan to buy Probuilder in the future and this seems a very weird issue.

Consider that a rotation tween is very straightforward: it simply changes the rotation of a transform each frame. That means that Probuilder's scripts should also be preventing you to rotate those rotors manually, when in play mode.

Cheers!

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