Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Caligari

Pages: [1]
1
DOTween & DOTween Pro / Standard Unity TextMesh support
« on: April 18, 2016, 04:44:21 AM »
Hey, I'm looking to tween the color on a TextMesh I have, but as far as I can tell there are no shortcuts to make that possible at the moment. I see that if I was using TextMeshPro it would be possible, but not for the built-in base TextMesh. Is that right? Are there plans to support the built-in TextMesh in the future?

2
DOTween & DOTween Pro / Working out when tweens are no longer running
« on: April 16, 2016, 03:56:29 PM »
I have the following set up:

There is a Sequence called MoveTween.

When I need to move an item in my game I create a Sequence with the Tweens to move that object, and I Insert it into MoveTween at time 0.

Often there are several items in motion at the same time, quite often some of these movements start with delays.

There are times when it is necessary for me to ensure that all movements have completed before something else happens. In order to do this I've been checking (DOTween.TotalPlayingTweens() == 0).

However, there are other tweens (for example fading in UI elements) which I need to run in parallel with the movements and not affect working out whether all of the movement tweens have completed.

I've tried to check IsPlaying() on MoveTween, as well as IsActive() and the ElapsedPercentage(), but none of these appear to be able to tell me whether all of the Tweens and Seqences in MoveTween are completed. I believe that it might be because when a tween is waiting on a pre-delay it isn't defined as "playing", perhaps?

Is there a simple way for me to determine when all of the tweens and sequences in MoveTween are done?

3
DOTween & DOTween Pro / BlendableRotateBy
« on: March 30, 2016, 10:34:25 AM »
Love DOTween!

I've had occasion to try to use the DOBlendableRotateBy shortcut on Transforms, today. It doesn't seem to be doing a RotateBy - I was getting things rotating to 0 rather than not rotating at all, at least in some axes...

I know this is experimental at the moment, and I'm working on another solution for the time-being, but I was wondering what the plans are for the BlendabeRotateBy?

Keep up the excellent work on a great tool!

Pages: [1]