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31
DOTween & DOTween Pro / Re: Just slightly off...
« Last post by chainsawpenguin on June 04, 2016, 09:06:53 AM »
Interesting.  Hmmm...

Daniele, I know you're super busy, but is there any way I can send you a sample file? I'm banging my head trying to figure out what might be throwing the timing off when I load the scene dynamically.

Thanks for the feedback!

chainsaw
32
DOTween & DOTween Pro / Re: Just slightly off...
« Last post by Daniele on June 04, 2016, 12:52:45 AM »
Hi,

Loading a scene or starting it as the first one has no effects on animations. Maybe there's something else causing them to start or to be created sooner or later? If you have more info let me know.

Cheers,
Daniele
33
DOTween & DOTween Pro / Just slightly off...
« Last post by chainsawpenguin on June 03, 2016, 09:03:22 PM »
Good morning, team!

When I run a scene as a standalone scene, the timings of everything play out perfectly. However, when I start that scene from a different scene (SceneManager.LoadScene), the timings are just a little... off. Some of my animations are playing too soon, and at least one is playing too late. Not by a lot, they're off by a second or so at most, but that's enough to cause the finished result to look wonky.

Any ideas how I can start to address this?
34
DOTween & DOTween Pro / Re: Noob question
« Last post by brianwanamaker on June 02, 2016, 07:02:10 AM »
I'm an utter noob at programming, so in all likelihood this will be useless advice, but:

The sequence plays the same because your script establishes set floating-point values for each Vector3 variable. Instead of setting each of your Vector3 to a specific floating point value, can't you use x,y,z values which reference or integrate the changes you've made?
35
Oh, that makes perfect sense! Thanks for the explanation.
36
DOTween & DOTween Pro / Re: Something broke my Dotween Pro Installation
« Last post by arico on May 31, 2016, 05:28:16 PM »
Thank you very much! :D
37
DOTween & DOTween Pro / Re: Start a tween on another object from a trigger.
« Last post by Daniele on May 31, 2016, 11:05:10 AM »
Hi!

DOPlay just plays the tween regardless of the current direction. So, if you last played it backwards, it will continue playing it backwards (and nothing will happen if it's already rewinded). DOPlayForward instead sets the direction and then plays.
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For what it's worth, the error was me; the method was using global values and the numbers I needed were local.
 :-[
39
Hi! ANd glad you solved it in the meantime :)

DORestart does a rewind and then a playForward, so it's very different from playBackwards. And to reuse animations you should always untoggle the AutoKill behaviour, otherwise the tween will be destroyed as soon as it ends.

Cheers,
Daniele

Hi! I'm using DOTween Components (I'm just barely beginning with programming).

I have a similar problem initiating repeated play of UI elements that are triggered by Button presses.

Separate buttons for DOPlay and DOPlayBackwards. Both work as expected with the first button press. I can DOPlay to its desired display position, and then DOPlayBackwards to have it move back to its initial, hidden position.

However, after it returns to its initial position via DOPlayBackwards, Pressing the button with DOPlay will not play the animation again.

It /will/ work repeatedly if I use DOPlayForwards, though. Why is that?
40
DOTween & DOTween Pro / DO Spiral
« Last post by saru on May 18, 2016, 08:23:17 PM »
Could the DOSpiral shortcut be used to animate an object, in a spiral, towards a given point?
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