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Messages - Daniele

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76
DOTween & DOTween Pro / Re: Pro Tween Animation rewind auto?
« on: December 09, 2015, 10:28:26 AM »
Hi,

All tweens are killed after playing once, unless you deactivate AutoKill (top button in the Inspector).

To just restart an animation, you can use myDOTweenAnimation.DORestart (but remember to deactivate AutoKill).

Cheers,
Daniele

77
DOTween & DOTween Pro / Re: Infinite Rotation - only colliders rotating
« on: December 09, 2015, 10:25:18 AM »
Hi Habsi,

There should be no special setup. If the parent rotates, the children should rotate too.

I tried to replicate your setup, but everything works correctly, and if you rotate the parent with a DOTweenAnimation also all the children are rotating as they should. Can you whip up a sample project and attach it here, so I can check it out?

P.S. are you sure you didn't set some of those elements as static by mistake?

Cheers,
Daniele

78
DOTween & DOTween Pro / Re: Tweener.timescale not working
« on: December 08, 2015, 11:50:33 AM »
Not sure about the up argument. You mean SetLookAt is crashing unless you set that to Vector3.right? This would be the first time I hear this, and it is very weird. Could you show me more of what you're trying to animate (even an animated gif would be interesting) and the code you're using?

79
DOTween & DOTween Pro / Re: Tweener.timescale not working
« on: December 07, 2015, 02:49:17 PM »
Hi,

I'm working on a project right now where I manipulate DOPath's timeScale a lot, and everything works correctly here. Are you sure you're not setting the timeScale back to its original value somewhere else in your code after Update?

Cheers,
Daniele

80
DOTween & DOTween Pro / Re: Rotate infinitely
« on: December 07, 2015, 10:36:12 AM »
Hi,

If you chain a SetRelative to your tween, the end value you set will be taken as relative.

Cheers,
Daniele

81
Fixed :) I'm not releasing it officially yet because I want to add another thing first, but in the meantime I'm attaching it here.

82
As soon as I release a new DOTween version I announce it on the main Unity forum. Or you can check the "Check Update" button inside DOTween itself. But yes, seeing when I make new commits on github also helps, though sometimes I commit stuff but wait a while to release it officially (to make tests or add more stuff first).

Latest compiled and ready-made for setup version is always here.

83
DOTween & DOTween Pro / Re: transform.forward equivalent?
« on: December 03, 2015, 05:12:27 PM »
Hi,

You can simply use Transform.forward and multiply it for the distance you want to achieve, then use SetRelative. For example, this will send your rocket forward for 5 units in 2 seconds, depending on its rotation.
Code: [Select]
transform.DOMove(transform.forward * 5, 2).SetRelative();

84
Damn, you're right! No, this is not a known bug, but a new one I hadn't realized. Gonna try to fix it tomorrow, if I find the time.

85
DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: December 02, 2015, 05:31:24 PM »
P.S. About the "Mono.Cecil.AssemblyResolutionException UnityEngine.UI.dll" error you were finding, it will just have to be ignored for now. It is apparently a Unity bug and I can't fix it, even if it causes no issues.

86
DOTween & DOTween Pro / Re: DOTween Pro code-related questions
« on: December 02, 2015, 05:26:20 PM »
You mean this thing? :)

87
DOTween & DOTween Pro / Re: Create a paused sequence
« on: December 01, 2015, 05:43:59 PM »
Hi,

That's a good approach and I use it all the time (I even made Pause return a Tween/Sequence object so that you can chain stuff to it directly) and everything works here. Are you sure you're not calling Play or Restart somewhere else?

Cheers,
Daniele

EDIT: Or maybe by mistake you added the pause to one of the nested tweens instead of to the Sequence?

88
DOTween & DOTween Pro / Re: Easing at the end of the value is wrong
« on: November 27, 2015, 09:06:02 PM »
Hi,

Yes, indeed it's never safe to judge floats like that. You might've noticed that, even in Unity Editor, UI elements often get stuck to 1.something-Esomething in the Inspector. Changing the ease will help, but it's a random thing, since it depends on the actual computer hardware you're running on (which influences the actual results of floating point operations).

89
Hi,

DOTween can't really preview stuff in the editor, but next week I'm gonna investigate if I can do something about it.

Cheers,
Daniele

90
DOTween & DOTween Pro / Re: DOTweenAnimation overwrite
« on: November 26, 2015, 01:44:56 PM »
If you got the references to both tweens, you could stop one and start the other :P

That said, why two separate animations! I find that a single one that is controlled via PlayForward/PlayBackwards is much much better, for these reasons:
1. If the second tween starts while the first one hasn't finished yet, it will still start from the beginning, so you'll see a "jump" to the end of the first tween, and then the backwards animation will start playing. Using the same tween/animation instead has no such issues.
2. An "out" ease is always nice when making something appear, while an "in" ease is nice when making stuff disappear, so the same tween played backwards will have exactly that effect
3. It's a single tween VS 2 :P

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