Recent Posts

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51
DOTween & DOTween Pro / [Pro]ID is string only
« Last post by thatnzguy on May 04, 2016, 01:09:29 AM »
The DoTween Pro Animation component only takes a string as an ID. It would be helpful if this supported GameObjects,
Cheers!
52
Hi there

I tend to use "DOTween.To(()=> myFloat, x=> myFloat = x, 45, 1);" quite often, it's a really nice pausable way of tweening floats. However, when DOTween changed a few versions back to use Ease.OutQuad as its default type instead of Ease.Liner, I didn't notice until today that it also affects my floats. This means things like tweening a 5 second cooldown it's actually closer to 6 seconds because of the easing.

Now this is 100% on me, no fault of DOTween, however it would be nice if the documentation made a note of this. Just a line above it on the documentation page that if your tweening floats you should be sure to set the easing type to Liner.

"DOTween.To(()=> myFloat, x=> myFloat = x, 45, 1).SetEase(Ease.Linear);"

Cheers!
53
DOTween & DOTween Pro / Ignore Z-Position in Moving Tweens
« Last post by leni8ec on April 28, 2016, 12:54:01 AM »
Hello,

We use DOTWeen for 2D game, and all the positioning based on the coordinates X, Y (Transform.position / localposition).
Z coordinate we use to sort of drawing sprites.

Is it possible to ignore Z coordinate in absolutely all animations (Moving Tweens, not relative)?
Otherwise, all our logic breaks down.

Thank you for your help!
54
DOTween & DOTween Pro / Major problem with DOMove in certain machine
« Last post by DJVDJV on April 26, 2016, 09:56:13 PM »
Hello,

I have problem with:  transform.DOMove-function.

It works smooth on 90% of machine setup but in:
core i7-3770 jm gtx960m, 32gb RAM

All goes wrong. No smooth movement and lags and like in videos:
https://dl.dropboxusercontent.com/u/576704/videot/Video4.mp4
https://dl.dropboxusercontent.com/u/576704/videot/Video5.mp4

This work OK even worser machine setup.. What might cause this?

In real game movent are real smoot.

PS: Got most recent build of DOTween
Y, DJVDJV
55
DOTween & DOTween Pro / WebGL and Exceptions
« Last post by Little Big Monkey on April 26, 2016, 12:26:32 PM »
Hello,

I'm building a game for WebGL and have some problem with DoTween.
Typically if you use code like this :

Code: [Select]
public class BaseButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler
{
    public void OnPointerDown(PointerEventData eventData)
    {
        transform.DOScale(1.05f, 0.25f).SetEase(Ease.OutQuad);
    }

    public void OnPointerUp(PointerEventData eventData)
    {
        transform.DOScale(1.0f, 0.25f).SetEase(Ease.OutQuad);
    }

    public void OnPointerClick(PointerEventData eventData)
    {
        SceneManager.LoadScene("TEST");
    }
}

The app will crash if you set exception to "None" and it'll run if you set exception to "Explicitly Thrown".
I assume you use some try-catch to manage those case and as they are disable when exception is set to "None", that's why it crash ..

So, do you have a work around, or do we have to enable exception to use DoTween on WebGL ?
56
DOTween & DOTween Pro / Re: Is DOTween Path relative movement possible?
« Last post by Daniele on April 24, 2016, 10:04:47 PM »
Yey! :)
57
DOTween & DOTween Pro / Re: Is DOTween Path relative movement possible?
« Last post by princemoonrise on April 24, 2016, 09:46:55 PM »
Okay, thanks for the tip, I think I got it to work; I used DOTweenPath instead of Tween when declaring, then the DORestart worked. Luckily it still let me keep my waypoint references with the Tween variable.  At first it didn't work but it was because I didn't have Relative checked in the path editor - but once I did that, no more popping when starting the tween.  Many many thanks!  :)
58
DOTween & DOTween Pro / Re: Is DOTween Path relative movement possible?
« Last post by Daniele on April 24, 2016, 06:49:18 PM »
Hi,

DORestart(fromHere) is a special method that is not part of the core tween engine, but only of DOTweenAnimation and DOTweenPath objects.
So you should store a reference to your DOTweenPath in order to call that, not to the tween it generates.
59
DOTween & DOTween Pro / Re: Is DOTween Path relative movement possible?
« Last post by princemoonrise on April 24, 2016, 05:01:17 PM »
I'm having trouble getting DORestart to work... if I set it up like this:
Code: [Select]
myPathTween.DORestart(true);
with myPathTween being the name of the path tween I'm using, I get an error "does not contain a member "DORestart'..."

I noticed your example mentions myDOTweenAnimation... I don't have a DOTween animation(?) in my script or on my object.. only the path; are they two different things?  How can I implement the restart?  If I just do a restart, it still pops back to the waypoint position.  Currently the part of my code I'm trying to do the restart on looks like this, and does not work.  Please advise, thank you!!

Code: [Select]
void Start ()
{
tempPosition = gameObject.transform.position;
spawnedTime = Time.time;
myPathTween = this.GetComponent<DOTweenPath>().GetTween();
myPathTween.OnWaypointChange(WPCallback);
myPathTween.Play();
}

void Update ()
{
if (restartAfterSpawning == true && Time.time >= (spawnedTime + restartDelay)  &&  restartGate == true)
{
myPathTween.Pause();
restartGate = false;
gameObject.transform.position = tempPosition;
myPathTween.Restart();
myPathTween.timeScale = 1f;

}
}

60
DOTween & DOTween Pro / Re: Is DOTween Path relative movement possible?
« Last post by Daniele on April 24, 2016, 12:52:19 PM »
Yes, that would work indeed. Also consider that you can change your path tween's timeScale at any moment, using the tween reference and the timeScale property (which affects the timeScale of that specific tween only).
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