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.

Messages - hexagonius

Pages: [1]
Ok, nailed it down myself.

It was a DoText with a null value passed into the first parameter.
It would be nice if DoText would throw the error, because I couldn't see any reference from error to cause.

Case closed

Futher note, I created an empty scene and there, a simple DOMove() worked.
Since the errors come directly from the TweenEngine, I have no idea where to start looking for the bug.

DOTween & DOTween Pro / ArgumentNullException: Argument cannot be null
« on: August 03, 2016, 12:41:52 PM »
Hey there,

I received this error this morning and have no idea how it occurred in the first place. Yesterday all worked in Unity, this morning it started with that error right away. I did a complete git clone, have updated DoTween to the latest version to no avail. Then the error disappeared for some unknown reason, but now it is back again. My colleagues run the exact same repository without any problems.

This is the error log (which appears when Pause/ Playing the game):
ArgumentNullException: Argument cannot be null.
Parameter name: input
System.Text.RegularExpressions.Regex.Replace (System.String input, System.String replacement, Int32 count, Int32 startat)
System.Text.RegularExpressions.Regex.Replace (System.String input, System.String replacement)
System.Text.RegularExpressions.Regex.Replace (System.String input, System.String pattern, System.String replacement, RegexOptions options)
System.Text.RegularExpressions.Regex.Replace (System.String input, System.String pattern, System.String replacement)
DG.Tweening.Plugins.StringPlugin.SetChangeValue (DG.Tweening.Core.TweenerCore`3 t) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__DOTween/_DOTween.Assembly/DOTween/Plugins/StringPlugin.cs:57)
DG.Tweening.Tweener.DoStartup[String,String,StringOptions] (DG.Tweening.Core.TweenerCore`3 t) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__DOTween/_DOTween.Assembly/DOTween/Tweener.cs:141)
DG.Tweening.Core.TweenerCore`3[System.String,System.String,DG.Tweening.Plugins.Options.StringOptions].Startup () (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__DOTween/_DOTween.Assembly/DOTween/Core/TweenerCore.cs:165)
DG.Tweening.Core.TweenManager.Update (UpdateType updateType, Single deltaTime, Single independentTime) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__DOTween/_DOTween.Assembly/DOTween/Core/TweenManager.cs:372)
DG.Tweening.Core.DOTweenComponent.Update () (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__DOTween/_DOTween.Assembly/DOTween/Core/DOTweenComponent.cs:50)

Ok I tried to implement what I wanted starting with a Tweener, using a property and then running a DOTween.To on that property value. But it seems, that the Tweener does not read the value, but has a copy of it.
SetTarget gave me the impression of "setting a new value target", but instead it's used to change what the tweener is working upon.

So no luck at this point, I wrote my own script for this one not using DOTween.

What I am trying to do is to transition one sequence with an infinite color yoyo (blinking icon) into another with different color and speed. How can this be done smoothly? Is it possible to tween upon values used by other tweens? Or directly upon sequences? Similar to weighting animations.

Pages: [1]