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71
DOTween & DOTween Pro / Constant Speeds?
« Last post by firebellys on April 17, 2016, 07:50:36 AM »
If i use Speed or Duration as the length type, each segment is still given it's own percentage based tween time. Is there a way to make the entire path as a whole constant, so the speed of the movement is constant throughout the path?

Setting it to Speed based doesn't seem to do that, it seems to move faster or slower depending on segment length.
72
DOTween & DOTween Pro / Re: Working out when tweens are no longer running
« Last post by Caligari on April 16, 2016, 04:51:47 PM »
To follow up. For the moment I've resorted to counting the tweens manually. So when I have a new movement tween I increment a counter, and I append a callback to a method that decrements that count when the tween is done. This seems to work fine for my situation, but I'm curious whether there is any built-in functionality to give me the same result?
73
DOTween & DOTween Pro / Working out when tweens are no longer running
« Last post by Caligari 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?
74
DOTween & DOTween Pro / Re: Tweening to a certain waypoint in a Path Tween
« Last post by Daniele on April 16, 2016, 01:33:05 AM »
Hey Devil!

I replied on Unity's forums already, but I will add something here. You can also use the OnWaypointChange callback to pause your tween at a given waypoint, but that will not adapt the ease to it. Meaning that, if you have an OutQuart ease, you won't have the full smoothness at the end of it until you reach the last waypoint.

Cheers!
Daniele
75
DOTween & DOTween Pro / Re: Tweening to a certain waypoint in a Path Tween
« Last post by Devil_Inside on April 15, 2016, 06:59:52 PM »
Hi Daniele!

I was also looking for a way to tween to a certain waypoint. However I also need easing to properly work for that section of the path.
I'm creating a long path made of several sections. I need the camera to smoothly move to a certain point, stop there waiting for an event, and then continue moving to the next point, etc.

What would be the best way to achieve this?
76
DOTween & DOTween Pro / Re: Start a tween on another object from a trigger.
« Last post by Daniele on April 15, 2016, 12:37:33 PM »
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
77
DOTween & DOTween Pro / Re: Start a tween on another object from a trigger.
« Last post by raiden on April 14, 2016, 12:45:29 AM »
I am having a similar issue, where as I want my menu buttons to animate in from different directions, then when I press the button, for example the credits UI, I want to animate back out the menu buttons, and animate in the credits UI. I am not getting a PlayBackwards call for the menu buttons to work, I'm not sure if it is because I have PlayForward and PlayBackwards setup on my buttons PointerEnter and PointerExit events.

What does PlayRestart do? Is it similar to PlayBackwards? Also, what is the correct setup for an animation you want to reuse, like my menu buttons, I want to be able to animate them in and out of the menu scene.

Thanks

[EDIT] So far I have been able to work this out :) Mainly my issues were because of incorrect references.
78
DOTween & DOTween Pro / Re: Start a tween on another object from a trigger.
« Last post by Brick on April 11, 2016, 11:04:34 PM »
Aah ok

Thanks
79
DOTween & DOTween Pro / Re: Start a tween on another object from a trigger.
« Last post by Daniele on April 11, 2016, 10:11:50 PM »
When used with a material, you need a material that supports transparency, otherwise even if DOTween is actually changing its alpha, nothing will happen. As a rule of thumb, if you can change a material color's transparency yourself and it will work, then the fade will work too.
80
DOTween & DOTween Pro / Re: Start a tween on another object from a trigger.
« Last post by Brick on April 11, 2016, 09:42:22 PM »
Awesome thanks for the tip,

Got one more Q: Fade doesnt seem to be fading .. I have attached a screen shot of the code and the settings for reference.. sure its me being stoopid but a pointer int he right direction would be great..

Thanks
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