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DOTween & DOTween Pro / Localmove question
« Last post by casper7609 on July 21, 2016, 08:44:59 AM »
Hi, I have a question regarding using Localmove component. I'm trying to use it for my text UI, making it to move upward(as damage text in many games) and I'm initializing my text by object pool that i made. The problem is that it doesn't reset it's start and end position once it's used more than once.
So I added some custom code to reset it like
foreach (var i in textUI.GetComponents<DOTweenAnimation>())
but it didn't seems to work.

my setting for the localmove component is like attatchment.

Only way I get it working was using this script,
textUI.transform.DOLocalMoveY(textUI.transform.localPosition.y + 20, .5f);

Is there something that I've missed?

Thank you in advance for your help :)
DOTween & DOTween Pro / EaseType or How make it smooth
« Last post by Vladislav_Hromyh on July 15, 2016, 08:48:13 AM »
Hi, everyone.

There is a question, which left me no time to work.

I use simple waypoint system tool for make way for my camera that flying over the city.
And that tool use free DOTween engine for making it.

Trouble is no kind of easetype make my camera rotate to next point smooth, and sometimes make it very sharp.

I tried to edit easetype field in DOTween panel.
Next step was editeasetype of tween when initializing DOTween.

But it does not work.
On line (sometimes between points), sometimes on point line of moving have sharp places, and I would like to rotate camera at axis Y smooth.

I think someone know how fix it.
Hi Daniele,

DOTween.Restart(myID) works, but when the Relative Option is ticked, it does not update to the new positions unlike DOTweenPath.DORestart(true) does update but is useless for me as I need ID wise.

DOTween & DOTween Pro / Sequence steps callbacks
« Last post by Imirt on July 12, 2016, 11:32:50 PM »
Is there any way to provide a callback to tweens inside of a sequence. I assigned the callback to "OnStart" but that only works once with the sequence. If the sequence is looped, the callback is not called.

Alternatively, is there a way for a callback to run every time a tween begins?

DOTween & DOTween Pro / Re: Problem Installing DOTween Pro
« Last post by WoLfulus on July 07, 2016, 10:44:56 PM »
This is also happening for me.
Just bought it from Asset Store, installed and same error appears.
I solved this making an explicit cast with full namespace, but doesn't really makes sense to me, since DG.Tweening namespace is already imported (using DG.Tweening) on the file header and no ambiguous type seems to exist.

DOTween & DOTween Pro / iOS Mono builds
« Last post by ed on June 28, 2016, 06:16:36 PM »
Hello, we are using DoTween on a project that has extremely long IL2CPP build times.  Usually we use Mono builds to fix game bugs on iOS as it takes about a fifth of the time.  However with DoTween imported we can no longer do this, it always causes the error:

Cross compilation job DOTween46.dll failed.
UnityEngine.UnityException: Failed AOT cross compiler: /Applications/Unity/PlaybackEngines/iOSSupport/Tools/OSX/ --aot=full,asmonly,nodebug,static,outfile="DOTween46.dll.s" "DOTween46.dll"  current dir : /****/Temp/StagingArea/Data/Managed
 result file exists: True. Timed out: False
Mono Ahead of Time compiler - compiling assembly /Users/raymondbritton/Desktop/AJMobile_Trunk/Temp/StagingArea/Data/Managed/DOTween46.dll
Missing method DG.Tweening.DOTween::Shake(DOGetter`1<Vector3>,DOSetter`1<Vector3>,single,single,int,single,bool) in assembly /****/Temp/StagingArea/Data/Managed/DOTween.dll, referenced in assembly /****/Temp/StagingArea/Data/Managed/DOTween46.dll
The class <>c__DisplayClass20_0 could not be loaded, used in DOTween46, Version=, Culture=neutral, PublicKeyToken=null
The class System.Enum could not be loaded, used in mscorlib, Version=, Culture=neutral, PublicKeyToken=b77a5c561934e089
The class UnityEngine.UI.Slider could not be loaded, used in UnityEngine.UI, Version=, Culture=neutral, PublicKeyToken=null
Missing method set_value in assembly /Users/raymondbritton/Desktop/AJMobile_Trunk/Temp/StagingArea/Data/Managed/DOTween46.dll, type UnityEngine.UI.Slider
The class UnityEngine.UI.Text could not be loaded, used in UnityEngine.UI, Version=, Culture=neutral, PublicKeyToken=null
Missing method set_text in assembly /Users/raymondbritton/Desktop/AJMobile_Trunk/Temp/StagingArea/Data/Managed/DOTween46.dll, type UnityEngine.UI.Text

I realize this isn't a supported option, but if you could help in any way it would be much appreciated!
DOTween & DOTween Pro / Re: How to use sequences or tweens as tween targets?
« Last post by hexagonius on June 22, 2016, 01:53:25 PM »
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.
DOTween & DOTween Pro / changing value of tween runtime before play it.
« Last post by halukcetiner on June 19, 2016, 01:02:22 PM »
DOTweenAnimation dotweenanim=gameObject.GetComponent<DOTweenAnimation>();
        dotweenanim.endValueColor = new Color(0.50f, 1.0f, 0.0f,1f);

I see the change of color in inspector.
but when I attempt to play the tween it plays the old color. what should I do to notify the Dotweenpro (eg. "hey my dotweenpro" the endcolor has been changed. you should take care of this.)

any clue ?
DOTween & DOTween Pro / Rotate a 2D rigidbody around in 90 steps
« Last post by pat on June 18, 2016, 04:58:33 PM »
Dear all,
 first thank you for this great tool!

Perhaps someone can help me with this.
I am trying to rotate a 2D rigidbody around in 90 steps. Every touch should rotate in 90.

In principal it is working like this:

public void OnTap()
   float angle = object.Angle;
   angle += 90.0f;

   rb2D.DORotate (angle, 1.3f);

   if (angle == 360)
      angle = 0;
   object.Angle = angle;

This working until 270. At 0 again, the sprite is rotating back in the other direction from 270 to 0 instead of a single step to the 360 (0).

 I can continue to increase the angle above 360 which works, but I don't want to get to type boundaries.

Dotween pro/ playing all by id at runtime doesnt working as expected. :-\

I have 2 dotweenanimation component for an object.
and when I wantto play only one tween. both tween playing.
so how can I play and pause Dotweenaniamtion components individually at runtime ?
this is my code. and there is no accessviolation error. but no animation works or all works by sequence order.
eg I run this code dotweenanims[1].play()   dotweenanims[0] also plays.

 DOTweenAnimation[] dotweenanims;

        foreach (GameObject e in gameObjects)
            dotweenanims = e.GetComponents<DOTweenAnimation>();
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