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DOTween & DOTween Pro / DoTween Path related questions
« Last post by christianstrang on June 14, 2016, 11:39:09 PM »
Hello :)
I fiddled around with DoTween Path and have accumulated a couple of questions:

  • If I have a DoTween Path Script Component on my object, everything works fine, but if I put the path on an empty gameobject, how can I make my object follow the path on the empty gameobject?
  • I'm using DOTween.timeScale to reverse the move direction on a button press (to create a feeling of reverse gravitation). This works fine for closed paths that run endless, but if I have a linear path (just two waypoints), once my object reaches the end, I can't reverse it anymore. Is there a way avoid this, basically instead of ending the path at the last waypoint, set the timescale to 0?
  • I'm setting the path position of my endless paths with DOTween.GotoAll(5000, true); this works but I would rather just use DoTween.Goto for only the path component attached to my object, this function doesn't seem to work though, any ideas?
DOTween & DOTween Pro / How to use sequences or tweens as tween targets?
« Last post by hexagonius on June 14, 2016, 02:50:24 PM »
What I am trying to do is to transition one sequence with an infinite color yoyo (blinking icon) into another with different color and speed. How can this be done smoothly? Is it possible to tween upon values used by other tweens? Or directly upon sequences? Similar to weighting animations.
DOTween & DOTween Pro / bug found for runtime triggering the animation.
« Last post by halukcetiner on June 12, 2016, 07:07:52 PM »

I have more than 200 polygons with sphere collider(trigger on) attached.
Do tween animation attached as a ccomponent each of them.
tween mode is selected to color.

and got a couple of codes.
 private DOTweenAnimation dotweenanim;
 dotweenanim = gameObject.GetComponent<DOTweenAnimation>();
but this code .never works. except
this procedure:
1- stop game. select polygon which of dotween animation component attached.
2- play the game. voila runtime codes works. (without clicking once in designtime mode, runtime method doesnt working (DoPlay  method)


1- in designtime: Im checking dotween animation compoent to autoplay.
2- recheck off the autoplay (off it again.)
3- play the game.
4- voila the code works.

I think this is a bug I repoted here.
I can upload a small youtube video on any request.
but obviously
runtime codes doesnt working without designtime pinching on and off the <autoplay> button in inspector.
weird. do you have a fix for this ? or may be this is unity5 bug.

just reporting here. I can build up a sample project or a youtubevideo to show up the bug.

DOTween & DOTween Pro / How to store a generic tween?
« Last post by gegagome on June 11, 2016, 09:26:26 PM »
Hello there

How are you doing?

I have a vertical layout group that consists of the letters in the alphabet.

Users can do either of these two options:
- vertically scroll letters
- use the center letter. Depending on whether they drag the letter left/right it sends a message to the following method by passing a letter index (a List) so a letter is moved and centered in the vertical layout group.

Code: [Select]
public void LetterInterval (int value) {
float offset = value * LetterHeight;
float offsetMin = _rectHeight + offset;
float offsetMax = offset;

// Debug.Log(offsetMin);
// Debug.Log(offsetMax);

DOTween.To(() => _rectForVerticalLayoutGroup.offsetMin, x => _rectForVerticalLayoutGroup.offsetMin = x, new Vector2(0f, offsetMin), _CENTERING_TIME).SetEase(Ease.InOutCubic);
DOTween.To(() => _rectForVerticalLayoutGroup.offsetMax, x => _rectForVerticalLayoutGroup.offsetMax = x, new Vector2(0f, offsetMax), _CENTERING_TIME).SetEase(Ease.InOutCubic);

PROBLEM is that moving the vertical layout group kind of spikes the physics 2d in the profile, but more importantly going from A back to Z causes a serious expensive on an iPhone 6 Plus. It jumps from 23% to 50%. See the video:

My solution is to store the Sequence, but I am unsure how you store a lambda, given the final value is not always known.

Hope that makes sense.

DOTween & DOTween Pro / Re: DO Spiral
« Last post by saru on June 07, 2016, 08:24:04 PM »
Not possible? wrong question? anything?
DOTween & DOTween Pro / Re: Anybody, need help!
« Last post by Daniele on June 07, 2016, 08:23:28 PM »
DOTween & DOTween Pro / Anybody, need help!
« Last post by AnnaEn on June 07, 2016, 07:55:46 PM »
Anybody know VLAD111?
DOTween & DOTween Pro / Re: Just slightly off...
« Last post by Daniele on June 05, 2016, 11:53:03 AM »

Send it :) You can attach it directly here if you want, or otherwise send it to me via mail.

DOTween & DOTween Pro / Re: Is DOPath limited to transforms?
« Last post by Daniele on June 05, 2016, 11:51:52 AM »

Just replied via mail, but I'm gonna copy-paste here too...

Not a stupid question at all :) But yes, while almost every other tween has a generic way that allows to tween every member, regardless of known Unity types like transforms, DOPath does require a transform component (because it can change extra stuff other than a Vector3 position). To do what you want, you could create an empty gameObject and DOPath that, while using an OnUpdate callback to grab its values every frame and assign them to the other component.

By the way, are you sure the other kind of Component doesn't have a Transform? In Unity, every Component has it.

DOTween & DOTween Pro / Is DOPath limited to transforms?
« Last post by helipork on June 04, 2016, 03:42:43 PM »
Hey there!

I am pretty new to DOTween (and also not really an experienced programmer), so I'm not sure whether this is a stupid question or not. Is there a way to use that DOPath tween on something else that the built-in transform component? I need to move a Vector3 position along a path, but it's part of another kind of component.

Thank you for your time!  :)
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