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DOTween & DOTween Pro / Forum read-only status
« Last post by Daniele on September 02, 2016, 11:52:39 PM »
Sorry for the inconvenience, but after a long fight with spammers, I have to give up: they won. I don't know what else to do, as a single indie developer, to block them, other than spending way too much time on this than I have, while instead I'd prefer to use that time to work on DOTween itself. So I cleaned everything once again, and now I'm making the forum read-only. For support questions, write me a mail or use DOTween's main Unity Forums thread.

I created this forum mainly as a way to allow DOTween Pro users to download updates without having to wait for Asset Store approvals, so I guess we're going back to that. If you're a Pro user, you can still register and access the private area.

Cheers (sigh),
DOTween & DOTween Pro / Hints on error message
« Last post by Flow on August 19, 2016, 05:56:33 PM »

I'm ending my day work with a strange error while tweening a GameObject transform position  :  (My GO is still exist in scene when message is display)

transform.position assign attempt for 'LeftWall_(5, 5)' is not valid. Input position is { NaN, NaN, NaN }.

I will not investigate further before Monday but if some one have any idea or clue to feed my monday debugging session, let me a reply  please !

Kind Regards

DOTween & DOTween Pro / Re: ArgumentNullException: Argument cannot be null
« Last post by hexagonius on August 03, 2016, 02:07:41 PM »
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
DOTween & DOTween Pro / Re: ArgumentNullException: Argument cannot be null
« Last post by hexagonius on August 03, 2016, 01:18:22 PM »
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
« Last post by hexagonius 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)
DOTween & DOTween Pro / Re: Moving forward in local space.
« Last post by DanielThomas on August 02, 2016, 08:30:48 PM »
For future reference, if anyone get the same problem.
From what I understand is that DOTween doesn't support moving with space.self at this moment. (maybe in the future).

It was suggested that you put the object in a parent and rotate the parent, then move the child object inside the parent. It might for some cases!
DOTween & DOTween Pro / Custom Ease with AnimationCurve
« Last post by Bud on July 30, 2016, 07:37:11 PM »
Is there an example anywhere that shows how to use an animation curve being passed to SetEase?

I can't seem to find any post, example, or anything on how to do so. It does show this is possible in the docs.

DOTween & DOTween Pro / Re: Moving forward in local space.
« Last post by DanielThomas on July 30, 2016, 05:23:51 PM »
I see this hasn't been answered.
I have the same problem, did you find out the problem, or does anyone else know?

Basically I would it to tween a transform using the 'Space.Self'.

DOTween & DOTween Pro / Transform.DOPath and Incremental Loop
« Last post by ricke on July 29, 2016, 06:41:35 PM »
Hi there.  I just got DOTween yesterday and think it's fantastic!  I've been playing with it for use in a 2D game space shooter that I'm making and love the features.

As I'm noobish to DOTween, I'm running into an issue using DOPath on a transform and trying to loop incrementally, perhaps I'm not understanding how/if it should work. :D

In this particular scenario, I have an enemy ship that starts in a random location on the screen.  I want it to zig zag (think in a 'Z' shape) on the screen relative to it's position until it moves past the bottom of the screen, at which point the enemy will destroy itself and respawn at the top.

To that end, I'm using a simple path that should give me the top and diagonal part of the 'Z', then I want that path to repeat infinitely from it's new position at the end of path.  I'm doing this in a little static method on a static class, with the plan to have multiple tween patterns that I can use at will on enemies in the game.  Here's what I've got:

Code: [Select]
public static class EnemyMoves
    public static Tween ZigZag(Transform transform, float duration)
        Vector3[] path = new[]
            new Vector3(200, 0),
            new Vector3(-100, -200)


        return transform.DOPath(path, duration, PathType.Linear, PathMode.TopDown2D).SetRelative().SetEase(Ease.Linear).SetLoops(-1, LoopType.Incremental);

When I use this on my enemy game object, it will complete the path one time relative to the enemy's starting position, then it quits (on the Scene view, I see the Path gizmo disappear, so I assume the tween completed and was killed?)  If I use either Restart or Yoyo for the loop type, the enemy tweens along the path indefinitely like it should (either starting over or moving back along the path respectively).

Any ideas what I'm doing wrong?  Any thoughts would be most appreciated.  ;D  Thanks.
Are there any updates regarding this feature? I am unable to find more info.
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