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Messages - juaxix

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DOTween & DOTween Pro / Re: Position flickering
« on: March 29, 2016, 12:26:17 PM »
Hey Daniele, thanks for the tip!
Yes ,I know it's the same var, my error was supposing that if I change the globalPosition with the startPoint.y == endPoint.y == 0 it would not change in the interpolation, but Y is part of the animation computation as a field of position, so of course it's changing over time together with the localPosition tween XD
I feel dumb lol
Well, now i know what i can i do, separate in 2 tweens, for global x and,z positions with DoMoveX, DoMoveZ and do in the update of one of them the localPosition.Y changes :)

DOTween & DOTween Pro / Position flickering
« on: March 22, 2016, 01:27:26 AM »
Hi, I have a three part animation, in the first one the code creates a coin and then moves it from a position to another in global coordinates:
Code: [Select]
           GameObject gCoin = GameObject.Instantiate(
                prefabCoinGO, starts[j].position + Vector3.up*2.5f, starts[j].rotation
            ) as GameObject;
            Transform tCoin = gCoin.GetComponent<Transform>();
            Tween twCoin    = tCoin.DOMove(ends[j].position + Vector3.up*2.5f, timeToTravelCoin)
                .OnComplete(() =>

the second and third part, are two more animations but in local space, if i do those with this approach:
Code: [Select]
            float t = Time.time;
            twCoin.OnUpdate(() =>
//I tried with a tCoin.Translate(...,Space.Self) too ,same result
                    Vector3 lPos = tCoin.localPosition;
                    tCoin.localPosition = Vector3.Lerp(
                        lPos + Vector3.up * Mathf.Sin(
                          Mathf.PI * 100 * Time.deltaTime * (Time.time - t)
                    , Time.deltaTime*10);
                    tCoin.Rotate(Vector3.up * Time.deltaTime * Mathf.PI * 60);

there are some of the coins that flickers in position, jumping with bad Y coordinates, maybe because it crosses the 0,0,0 point to another axis.

But, if i do this:
Code: [Select]
            tCoin.DOLocalMoveY(-0.23f, 0.6f).SetLoops(-1, LoopType.Yoyo)
            tCoin.DORotate(Vector3.up * 360f, 3f, RotateMode.FastBeyond360)
                .SetLoops(-1, LoopType.Restart).SetEase(Ease.OutSine);
it works perfectly, what if i want to use OnUpdate(), does it keep a good track of the localposition or should i change dotween update for fixedupdate?

I fixed it! it was the wps var, thanks  8)
Hey , testing this code on android

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            Vector3[] pathPoints = dopathComponent.GetDrawPoints();
            twBallMove = theBall.DOPath(pathPoints, dopathComponent.duration, dopathComponent.pathType, dopathComponent.pathMode, dopathComponent.pathResolution).SetAutoKill(true);

I had this error
Code: [Select]
W/Unity   (22635): DOTWEEN :: Draw points not ready yet. Returning NULL
W/Unity   (22635): 
W/Unity   (22635): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
W/Unity   (22635):
I/Unity   (22635): NullReferenceException: Object reference not set to an instance of an object
I/Unity   (22635):   at GameController.getPerfectShotRepresentation (DG.Tweening.Sequence& seq, Boolean usePlayerMovement) [0x00000] in <filename unknown>:0
I/Unity   (22635):   at GameController.onPlayerKickBall () [0x00000] in <filename unknown>:0
I/Unity   (22635):   at Player.Update () [0x00000] in <filename unknown>:0
I/Unity   (22635): 
I/Unity   (22635): (Filename:  Line: -1)
I/Unity   (22635):

should i have to wait before points to be generated? :|

I understand you can't use the drawPoints in production, i was confused because i think this function will work out of the editor, but it clearly says that it's for unity editor, so, how can i get the waypoints?, i think it's the wps  variable.

Installed latest version of the vst and everything back to normal :)

Hello my friend, I'm trying to understand what it's new in Unity 5.3.1 because now I can't compile the project in Visual Studio.This is the error:
Code: [Select]
DOTweenAnimation.cs(9,19,9,21): error CS0234: The type or namespace name 'UI' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)

do you know how to fix this error?

Yeah, SMART. Daniele, problem solved  ;D i just do this: ballTransform.DOPath(..) ,where the "..." are the DOTweenPath component (configured in the scene) params , saving the points in an Vector3[] aux and modified the latest point, super fast ;)


Hi, I've some DOTweenPath components in gameobjects and I would like to play them in a sequence, can i use this?

Code: [Select]

path is my DOTweenPath component reference.
Do I need to do this before use it? (i'm going to reuse it so i switch off the autokill and autoplay buttons in editor).
Code: [Select]

because i have this error if i try to do that:
Code: [Select]

Unhandled Exception: System.ArgumentException: Key duplication when adding: Void DORestart(Boolean)

  at System.Collections.Hashtable.PutImpl (System.Object key, System.Object value, Boolean overwrite) [0x00000] in <filename unknown>:0

  at System.Collections.Hashtable.Add (System.Object key, System.Object value) [0x00000] in <filename unknown>:0

  at Mono.CSharp.MethodGroupExpr.OverloadResolve (Mono.CSharp.ResolveContext ec, Mono.CSharp.Arguments& Arguments, Boolean may_fail, Location loc) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Invocation.DoResolveOverload (Mono.CSharp.ResolveContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Invocation.DoResolve (Mono.CSharp.ResolveContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Expression.Resolve (Mono.CSharp.ResolveContext ec, ResolveFlags flags) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Expression.Resolve (Mono.CSharp.ResolveContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.ExpressionStatement.ResolveStatement (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.StatementExpression.Resolve (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Block.Resolve (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.If.Resolve (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Block.Resolve (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Block.Resolve (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.Block.Resolve (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0

  at Mono.CSharp.ToplevelBlock.Resolve (Mono.CSharp.FlowBranching parent, Mono.CSharp.BlockContext rc, Mono.CSharp.ParametersCompiled ip, IMethodData md) [0x00000] in <filename unknown>:0

Internal compiler error at Assets/Scripts/GameController.cs(594,10):: exception caught while emitting MethodBuilder [GameController::getPerfectShotRepresentation]

Can I modify the latest point of the path and re-evaluate it before play?
something like...
Code: [Select]
path.GetDrawPoints()[path.GetDrawPoints().Length - 1].Set(ballDestiny.x, ballDestiny.y, ballDestiny.z);

DOTween & DOTween Pro / Re: Create a paused sequence
« on: January 05, 2016, 09:15:43 PM »
Ok, that's the smartest thing to do ,thanks!

DOTween & DOTween Pro / Re: Create a paused sequence
« on: January 05, 2016, 08:13:47 PM »
Do created, stored in vars Tweens and then appended to a Sequence started when the var is created or in the order of the sequence?, example
Code: [Select]
//move player from position to the ball
            Tween twPlayerMove = player.transform.DOMove(
                tBall.position + Vector3.up * 0.7f - Vector3.forward,
                 distance * deltaTime
            //change player animation speed with movement acceleration (simulation)
            twPlayerMove.OnUpdate(() =>
                player.animation.clip.frameRate = twPlayerMove.ElapsedPercentage() * 60f;

is this Tween already started before appended or does it start inside the sequence?

DOTween & DOTween Pro / Re: How to smoothly kill an infinite loop sequence
« on: November 23, 2015, 01:18:16 PM »
Oh, ok, thanks for this

DOTween & DOTween Pro / Re: How to smoothly kill an infinite loop sequence
« on: November 23, 2015, 12:20:21 PM »
I see, how about just setting the loops to 0?

DOTween & DOTween Pro / Re: How to smoothly kill an infinite loop sequence
« on: November 23, 2015, 11:04:54 AM »
I like this

Code: [Select]
Tween myTween;

void CreateTween()
   myTween = image.DOColor(myColor, 1).SetAutoKill(false);

void SmoothKillTween()
But it returns an error: cannot convert from method group to TweenCallback, i think you should use something like
Code: [Select]

And...still ,why not something like this?:
Code: [Select]
Tween myTween;

void CreateTween()
  myTween = image.DOColor(myColor, 1).SetLoops(-1,LoopType.Restart);

void SmoothKillTween()
   myTween.Kill(); //?

DOTween & DOTween Pro / Problem with multiple OnComplete functions
« on: November 23, 2015, 10:57:03 AM »
I'm having an issue with OnComplete in Tweens (not sequences).
When I use .OnComplete function and a DoVirtual.DelayedCall inside the function, this is delayedcall never happen.
I think it must be something related to a number of limits in calls ,like a stack limit.
Can you confirm this please?

transform.DOMoveX(2f, 1f).OnComplete(() => { DOVirtual.DelayedCall(1f, () => { transform.DOMoveX(0f, 1f).OnComplete(() => { Debug.Log("Position 0"); }); });  });

that works perfectly but there is some cases ,more complicated , when the delayedcall is not working, when the amount of subsequent calls increases.

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