Hi Thanks for the reply.
I have been doing some testing and first off sorry the code i pasted was after the testing so didnt make much sense.
However, if you put a fadein and fade out it will not work.
It will only work if you have one of the fade in/out. I have set the alpha via code as it doesn't work if you set it in the inspector to get fade in. but fade out will work if set in the inspector.
Here is the code which will not work.
void Update ()
{
PlayTween ();
}
void PlayTween ()
{
if (playedOnce == false) {
if (touchCount.state == touchCount.State.START) {
// Let's move the red cube TO 0,4,0 in 2 seconds
textNumber.DOMove (new Vector3 (transform.position.x, transform.position.y, -100), 6);
print ("played the fade tween");
textNumber.GetComponent<MeshRenderer> ().material.color = new Color (1, 1, 1, 0);
s.Append (textNumber.GetComponent<Renderer> ().material.DOFade (1, 1));
s.Append (textNumber.GetComponent<Renderer> ().material.DOFade (0, 2));
playedOnce = true;
}
}
}
Simply comment out the second line and it will fade in.
I am under the impression that if you have a sequence it should fire off line by line once completed..
Any help would be greatly appreciated.. Maybe its a bug..
Thanks