Are you over 18 and want to see adult content?
More Annotations
![A complete backup of quality-print.co.za](https://www.archivebay.com/archive2/a6afef3a-c155-4c93-a48f-a75e6e4f9d26.png)
A complete backup of quality-print.co.za
Are you over 18 and want to see adult content?
![A complete backup of footwear-pilipinas.com](https://www.archivebay.com/archive2/43d07c5b-01a1-442e-91b8-cda6babd5c6f.png)
A complete backup of footwear-pilipinas.com
Are you over 18 and want to see adult content?
![A complete backup of citizenreviewonline.org](https://www.archivebay.com/archive2/3854719a-5878-4c34-a6fa-0283a46021e2.png)
A complete backup of citizenreviewonline.org
Are you over 18 and want to see adult content?
![A complete backup of dopesontheroad.com](https://www.archivebay.com/archive2/1f610bcf-e09a-4138-8d67-866e63fb28fe.png)
A complete backup of dopesontheroad.com
Are you over 18 and want to see adult content?
![A complete backup of jjbeancoffee.com](https://www.archivebay.com/archive2/24ccd177-9c23-4bed-a299-2bc083030c08.png)
A complete backup of jjbeancoffee.com
Are you over 18 and want to see adult content?
![A complete backup of rentalcargroup.com](https://www.archivebay.com/archive2/ef23119c-02c8-4f70-b4bb-7266ae14fa99.png)
A complete backup of rentalcargroup.com
Are you over 18 and want to see adult content?
![A complete backup of santaclausvillage.info](https://www.archivebay.com/archive2/1ac6a3c3-1242-4cf4-9368-a3c921704ee9.png)
A complete backup of santaclausvillage.info
Are you over 18 and want to see adult content?
Favourite Annotations
![A complete backup of vialecambridge.com](https://www.archivebay.com/archive2/5fb9361c-f39a-4751-a5d9-bf687ef958c9.png)
A complete backup of vialecambridge.com
Are you over 18 and want to see adult content?
![A complete backup of sahihruyatabirleri.blogspot.com](https://www.archivebay.com/archive2/d8997133-de60-45ac-9a69-0b450ec3c3ce.png)
A complete backup of sahihruyatabirleri.blogspot.com
Are you over 18 and want to see adult content?
Text
GC
DOTWEEN.TO AND TIMESCALE Hi there ! First of all I want to thank you for this amazing tool, it's a part of Unity for me I have some weird issue here. I'm using DOTween.To to shake an object (I know there is a function for that, but that's not the point of the subject), and while the tween is running I set the timeScale to 0. KILLING A TWEEN, NOT WORKING? Hi! DOTween.Kill(transform) will work only if the tween was actually created with a transform shortcut (like thatTransform.DOMove). Otherwise, you could always store the tween as a reference and kill it directly (also more efficient), with myTweenReference.Kill(). DOTWEEN ON A VECTOR3 Hi, All DOTween shortcuts are made for known Unity variables, but they all take advantage of the generic tweening way in the background. Said generic tweening way is what you want to use when tweening customvariables.
CREATE A PAUSED SEQUENCE Hi, That's a good approach and I use it all the time (I even made Pause return a Tween/Sequence object so that you can chain stuff to it directly) and everything works here. TWEENS IN SEQUENCES: A QUICK POINTER IN THE RIGHT DIRECTION! So if someone could enlighten me why, for example, is the below code not performing as 'intended' (and instead ignoring the AppendIntervals & Not Pausing)? Code: Sequence mySequence = DOTween.Sequence (); Tween anchorMinTween = null; Tween anchorMaxTween = null; Tween anchorPositionTween = null; Tween scaleTween = null; void PlayTween DOTWEEN - POSSIBLE RECTTRANSFORM ENHANCEMENT REQUEST DOTween - Possible RectTransform enhancement request. « on: February 03, 2016, 09:31:53 PM ». Using Unity's new UI features, it's my understanding that the proper way to move UI panels on and off of the screen in a resolution independent manner is by modifying the associated RectTransform's anchorMin and anchorMax vectors. DOTWEEN ERRORS: SILENTLY TAKEN CARE OF? Until DOTween.Init is manually called (or automatically called when the first tween is created) the editor window has precedence. But if you call DOTween.Init and THEN disable the safe mode code will haveprecedence
ONCOMPLETE CALLBACK FROM INSTANTIATED OBJECT USING DOTWEEN I am trying to do a callback from OnComplete, when using a DOTween Path. While I was able to get it working by using the OnComplete tab from the inspector and placing the prefab in the object select box, I also wanted to be able to call it from code. DEMIGIANTWALLPAPERSGAMESUNITY PLUGINSILLUSTRATIONABOUTPRESSKIT Games + Plugins by Friends seriously good stuff. Night Call. Fran Bow. Heavy Rockets. Anti Cheat Toolkit. Sprocket Tools. TextMesh Pro. DOTWEEN (HOTWEEN V2)GET STARTEDDOCUMENTATIONEXAMPLESSUPPORTSHOWCASEPRO DOTween is a fast, efficient, fully type-safe object-oriented animation engine for Unity, optimized for C# users, free and open-source, with tons of advanced features. It is also the evolution of HOTween, my previous Unity tween engine. Compared to it, DOTween is more than 400% faster, more efficient, more type-safe, avoids uselessGC
DOTWEEN.TO AND TIMESCALE Hi there ! First of all I want to thank you for this amazing tool, it's a part of Unity for me I have some weird issue here. I'm using DOTween.To to shake an object (I know there is a function for that, but that's not the point of the subject), and while the tween is running I set the timeScale to 0. KILLING A TWEEN, NOT WORKING? Hi! DOTween.Kill(transform) will work only if the tween was actually created with a transform shortcut (like thatTransform.DOMove). Otherwise, you could always store the tween as a reference and kill it directly (also more efficient), with myTweenReference.Kill(). DOTWEEN ON A VECTOR3 Hi, All DOTween shortcuts are made for known Unity variables, but they all take advantage of the generic tweening way in the background. Said generic tweening way is what you want to use when tweening customvariables.
CREATE A PAUSED SEQUENCE Hi, That's a good approach and I use it all the time (I even made Pause return a Tween/Sequence object so that you can chain stuff to it directly) and everything works here. TWEENS IN SEQUENCES: A QUICK POINTER IN THE RIGHT DIRECTION! So if someone could enlighten me why, for example, is the below code not performing as 'intended' (and instead ignoring the AppendIntervals & Not Pausing)? Code: Sequence mySequence = DOTween.Sequence (); Tween anchorMinTween = null; Tween anchorMaxTween = null; Tween anchorPositionTween = null; Tween scaleTween = null; void PlayTween DOTWEEN - POSSIBLE RECTTRANSFORM ENHANCEMENT REQUEST DOTween - Possible RectTransform enhancement request. « on: February 03, 2016, 09:31:53 PM ». Using Unity's new UI features, it's my understanding that the proper way to move UI panels on and off of the screen in a resolution independent manner is by modifying the associated RectTransform's anchorMin and anchorMax vectors. DOTWEEN ERRORS: SILENTLY TAKEN CARE OF? Until DOTween.Init is manually called (or automatically called when the first tween is created) the editor window has precedence. But if you call DOTween.Init and THEN disable the safe mode code will haveprecedence
ONCOMPLETE CALLBACK FROM INSTANTIATED OBJECT USING DOTWEEN I am trying to do a callback from OnComplete, when using a DOTween Path. While I was able to get it working by using the OnComplete tab from the inspector and placing the prefab in the object select box, I also wanted to be able to call it from code. DEMIGIANT - UNITY PLUGINS HOTools. HOTools is a single Editor Panel for Unity, which contains a growing collection of useful tools and utilities. Requirements Unity 5/2017/2018/2019/2020 DOTWEEN - POSSIBLE RECTTRANSFORM ENHANCEMENT REQUEST DOTween - Possible RectTransform enhancement request. « on: February 03, 2016, 09:31:53 PM ». Using Unity's new UI features, it's my understanding that the proper way to move UI panels on and off of the screen in a resolution independent manner is by modifying the associated RectTransform's anchorMin and anchorMax vectors. TWEENS IN SEQUENCES: A QUICK POINTER IN THE RIGHT DIRECTION! So if someone could enlighten me why, for example, is the below code not performing as 'intended' (and instead ignoring the AppendIntervals & Not Pausing)? Code: Sequence mySequence = DOTween.Sequence (); Tween anchorMinTween = null; Tween anchorMaxTween = null; Tween anchorPositionTween = null; Tween scaleTween = null; void PlayTween CREATE A PAUSED SEQUENCE Hi, That's a good approach and I use it all the time (I even made Pause return a Tween/Sequence object so that you can chain stuff to it directly) and everything works here.ARC MOVEMENT
Hi, To achieve an arc movement you could either tween the X and Y of your transform with different eases: Code: myTransform.DOMoveX (3, 2).SetEase (Ease.OutQuad); myTransform.DOMoveY (3, 2).SetEase (Ease.InQuad); Or you could use blendable tweens (which are special types of tweens that can interact with each other), andmove your
TWEEN ROTATION AROUND POINT OR OBJECT? Tween rotation around point or object? Does DOTween have the ability to tween an objects position and rotation around a point or object. Unity already has Transform.RotateAround which allows you to rotate around an object, but I wasn't able to find a way to smoothly rotate around an object, so I was hoping HOTween could fill that gap. ONCOMPLETE CALLBACK FROM INSTANTIATED OBJECT USING DOTWEEN I am trying to do a callback from OnComplete, when using a DOTween Path. While I was able to get it working by using the OnComplete tab from the inspector and placing the prefab in the object select box, I also wanted to be able to call it from code. START A TWEEN ON ANOTHER OBJECT FROM A TRIGGER. 378. Re: Start a tween on another object from a trigger. « Reply #1 on: April 11, 2016, 08:34:53 PM ». Hi, If you're using DOTween Pro, just give you tween a special ID (like "key"), then call. Code: DOTween.Play ("key"); If instead you're doing it all by code, as long as you grab a reference to your key transform (or whatever youAUTOPLAY USAGE
Dr. Admin, I presume. 378. Re: AutoPlay usage. « Reply #1 on: January 29, 2016, 10:52:46 AM ». Hi! defaultAutoPlay must be set after DOTween has been initialized (either when starting the first tween, or by calling DOTween.init). Otherwise, if you want to set it project-wise, you can simply change the relative option in DOTween'sUtility
CAN'T TWEEN FLOAT
balance += totalPayment; UpdateUI(); But I don't want to change the value from A to B. Let's say balance = 50 and totalPayment = 150, I want to increase it 50,51,52,53 (or something like that) until 200 (balance + totalPayment). DEMIGIANTWALLPAPERSGAMESUNITY PLUGINSILLUSTRATIONABOUTPRESSKIT Games + Plugins by Friends seriously good stuff. Night Call. Fran Bow. Heavy Rockets. Anti Cheat Toolkit. Sprocket Tools. TextMesh Pro. DOTWEEN (HOTWEEN V2)GET STARTEDDOCUMENTATIONEXAMPLESSUPPORTSHOWCASEPRO DOTween is a fast, efficient, fully type-safe object-oriented animation engine for Unity, optimized for C# users, free and open-source, with tons of advanced features. It is also the evolution of HOTween, my previous Unity tween engine. Compared to it, DOTween is more than 400% faster, more efficient, more type-safe, avoids uselessGC
DOTWEEN.TO AND TIMESCALE Hi there ! First of all I want to thank you for this amazing tool, it's a part of Unity for me I have some weird issue here. I'm using DOTween.To to shake an object (I know there is a function for that, but that's not the point of the subject), and while the tween is running I set the timeScale to 0. KILLING A TWEEN, NOT WORKING? Hi! DOTween.Kill(transform) will work only if the tween was actually created with a transform shortcut (like thatTransform.DOMove). Otherwise, you could always store the tween as a reference and kill it directly (also more efficient), with myTweenReference.Kill(). CREATE A PAUSED SEQUENCE Hi, That's a good approach and I use it all the time (I even made Pause return a Tween/Sequence object so that you can chain stuff to it directly) and everything works here. DOTWEEN ON A VECTOR3 Hi, All DOTween shortcuts are made for known Unity variables, but they all take advantage of the generic tweening way in the background. Said generic tweening way is what you want to use when tweening customvariables.
ARC MOVEMENT
Hi, To achieve an arc movement you could either tween the X and Y of your transform with different eases: Code: myTransform.DOMoveX (3, 2).SetEase (Ease.OutQuad); myTransform.DOMoveY (3, 2).SetEase (Ease.InQuad); Or you could use blendable tweens (which are special types of tweens that can interact with each other), andmove your
DOTWEEN - POSSIBLE RECTTRANSFORM ENHANCEMENT REQUEST DOTween - Possible RectTransform enhancement request. « on: February 03, 2016, 09:31:53 PM ». Using Unity's new UI features, it's my understanding that the proper way to move UI panels on and off of the screen in a resolution independent manner is by modifying the associated RectTransform's anchorMin and anchorMax vectors. DOTWEEN ERRORS: SILENTLY TAKEN CARE OF? Until DOTween.Init is manually called (or automatically called when the first tween is created) the editor window has precedence. But if you call DOTween.Init and THEN disable the safe mode code will haveprecedence
OVERRIDE THE TIMESCALE / MULTIPLE TIMESCALE FOR INGAME AND UI Re: Override the timeScale / Multiple timeScale for inGame and UI. « Reply #1 on: May 10, 2015, 06:48:42 PM ». Hi! If you want to scale all your game's animations (tweens but also anything else you might have) except the UI, the best approach would be to: use Unity's Time.timeScale (instead of DOTween.timeScale) to set the speed of thegame.
DEMIGIANTWALLPAPERSGAMESUNITY PLUGINSILLUSTRATIONABOUTPRESSKIT Games + Plugins by Friends seriously good stuff. Night Call. Fran Bow. Heavy Rockets. Anti Cheat Toolkit. Sprocket Tools. TextMesh Pro. DOTWEEN (HOTWEEN V2)GET STARTEDDOCUMENTATIONEXAMPLESSUPPORTSHOWCASEPRO DOTween is a fast, efficient, fully type-safe object-oriented animation engine for Unity, optimized for C# users, free and open-source, with tons of advanced features. It is also the evolution of HOTween, my previous Unity tween engine. Compared to it, DOTween is more than 400% faster, more efficient, more type-safe, avoids uselessGC
DOTWEEN.TO AND TIMESCALE Hi there ! First of all I want to thank you for this amazing tool, it's a part of Unity for me I have some weird issue here. I'm using DOTween.To to shake an object (I know there is a function for that, but that's not the point of the subject), and while the tween is running I set the timeScale to 0. KILLING A TWEEN, NOT WORKING? Hi! DOTween.Kill(transform) will work only if the tween was actually created with a transform shortcut (like thatTransform.DOMove). Otherwise, you could always store the tween as a reference and kill it directly (also more efficient), with myTweenReference.Kill(). CREATE A PAUSED SEQUENCE Hi, That's a good approach and I use it all the time (I even made Pause return a Tween/Sequence object so that you can chain stuff to it directly) and everything works here. DOTWEEN ON A VECTOR3 Hi, All DOTween shortcuts are made for known Unity variables, but they all take advantage of the generic tweening way in the background. Said generic tweening way is what you want to use when tweening customvariables.
ARC MOVEMENT
Hi, To achieve an arc movement you could either tween the X and Y of your transform with different eases: Code: myTransform.DOMoveX (3, 2).SetEase (Ease.OutQuad); myTransform.DOMoveY (3, 2).SetEase (Ease.InQuad); Or you could use blendable tweens (which are special types of tweens that can interact with each other), andmove your
DOTWEEN - POSSIBLE RECTTRANSFORM ENHANCEMENT REQUEST DOTween - Possible RectTransform enhancement request. « on: February 03, 2016, 09:31:53 PM ». Using Unity's new UI features, it's my understanding that the proper way to move UI panels on and off of the screen in a resolution independent manner is by modifying the associated RectTransform's anchorMin and anchorMax vectors. DOTWEEN ERRORS: SILENTLY TAKEN CARE OF? Until DOTween.Init is manually called (or automatically called when the first tween is created) the editor window has precedence. But if you call DOTween.Init and THEN disable the safe mode code will haveprecedence
OVERRIDE THE TIMESCALE / MULTIPLE TIMESCALE FOR INGAME AND UI Re: Override the timeScale / Multiple timeScale for inGame and UI. « Reply #1 on: May 10, 2015, 06:48:42 PM ». Hi! If you want to scale all your game's animations (tweens but also anything else you might have) except the UI, the best approach would be to: use Unity's Time.timeScale (instead of DOTween.timeScale) to set the speed of thegame.
DEMIGIANT - UNITY PLUGINS HOTools. HOTools is a single Editor Panel for Unity, which contains a growing collection of useful tools and utilities. Requirements Unity 5/2017/2018/2019/2020 TWEENS IN SEQUENCES: A QUICK POINTER IN THE RIGHT DIRECTION! So if someone could enlighten me why, for example, is the below code not performing as 'intended' (and instead ignoring the AppendIntervals & Not Pausing)? Code: Sequence mySequence = DOTween.Sequence (); Tween anchorMinTween = null; Tween anchorMaxTween = null; Tween anchorPositionTween = null; Tween scaleTween = null; void PlayTweenAUTOPLAY USAGE
Dr. Admin, I presume. 378. Re: AutoPlay usage. « Reply #1 on: January 29, 2016, 10:52:46 AM ». Hi! defaultAutoPlay must be set after DOTween has been initialized (either when starting the first tween, or by calling DOTween.init). Otherwise, if you want to set it project-wise, you can simply change the relative option in DOTween'sUtility
DOTWEEN PRO PATH EDITOR: CANNOT SEEM TO USE A DOTweenPath and a Tween/Sequence are two different things. So if you want to use OnWaypointChange you have to get the DOTweenPath's tween, and then add the callback to it, like this: Code: myDOTweenPath.GetTween ().OnWaypointChange (myCallback); Cheers. OVERRIDE THE TIMESCALE / MULTIPLE TIMESCALE FOR INGAME AND UI Re: Override the timeScale / Multiple timeScale for inGame and UI. « Reply #1 on: May 10, 2015, 06:48:42 PM ». Hi! If you want to scale all your game's animations (tweens but also anything else you might have) except the UI, the best approach would be to: use Unity's Time.timeScale (instead of DOTween.timeScale) to set the speed of thegame.
TWEEN ROTATION AROUND POINT OR OBJECT? Tween rotation around point or object? Does DOTween have the ability to tween an objects position and rotation around a point or object. Unity already has Transform.RotateAround which allows you to rotate around an object, but I wasn't able to find a way to smoothly rotate around an object, so I was hoping HOTween could fill that gap. MOVING FORWARD IN LOCAL SPACE. DanielThomas. Re: Moving forward in local space. For future reference, if anyone get the same problem. From what I understand is that DOTween doesn't support moving with space.self at this moment. (maybe in the future). It was suggested that you put the object in a parent and rotate the parent, then move the child object inside the parent. START A TWEEN ON ANOTHER OBJECT FROM A TRIGGER. 378. Re: Start a tween on another object from a trigger. « Reply #1 on: April 11, 2016, 08:34:53 PM ». Hi, If you're using DOTween Pro, just give you tween a special ID (like "key"), then call. Code: DOTween.Play ("key"); If instead you're doing it all by code, as long as you grab a reference to your key transform (or whatever you DOPLAYBACKWARDS METHOD DOES NOT FIRE ONCOMPLETE Dr. Admin, I presume. 378. Re: DOPlayBackwards method does not fire OnComplete. « Reply #1 on: July 07, 2015, 06:28:47 PM ». Hi, OnComplete is called only when the tween is complete, meaning it ends its forward play. When playing it backwards, you can use OnRewind to ONCOMPLETE CALLBACK FROM INSTANTIATED OBJECT USING DOTWEEN I am trying to do a callback from OnComplete, when using a DOTween Path. While I was able to get it working by using the OnComplete tab from the inspector and placing the prefab in the object select box, I also wanted to be able to call it from code. DEMIGIANTWALLPAPERSGAMESUNITY PLUGINSILLUSTRATIONABOUTPRESSKIT Games + Plugins by Friends seriously good stuff. Night Call. Fran Bow. Heavy Rockets. Anti Cheat Toolkit. Sprocket Tools. TextMesh Pro. DOTWEEN (HOTWEEN V2)GET STARTEDDOCUMENTATIONEXAMPLESSUPPORTSHOWCASEPRO DOTween is a fast, efficient, fully type-safe object-oriented animation engine for Unity, optimized for C# users, free and open-source, with tons of advanced features. It is also the evolution of HOTween, my previous Unity tween engine. Compared to it, DOTween is more than 400% faster, more efficient, more type-safe, avoids uselessGC
DOTWEEN.TO AND TIMESCALE Hi there ! First of all I want to thank you for this amazing tool, it's a part of Unity for me I have some weird issue here. I'm using DOTween.To to shake an object (I know there is a function for that, but that's not the point of the subject), and while the tween is running I set the timeScale to 0. KILLING A TWEEN, NOT WORKING? Hi! DOTween.Kill(transform) will work only if the tween was actually created with a transform shortcut (like thatTransform.DOMove). Otherwise, you could always store the tween as a reference and kill it directly (also more efficient), with myTweenReference.Kill(). CREATE A PAUSED SEQUENCE Hi, That's a good approach and I use it all the time (I even made Pause return a Tween/Sequence object so that you can chain stuff to it directly) and everything works here. DOTWEEN ON A VECTOR3 Hi, All DOTween shortcuts are made for known Unity variables, but they all take advantage of the generic tweening way in the background. Said generic tweening way is what you want to use when tweening customvariables.
ARC MOVEMENT
Hi, To achieve an arc movement you could either tween the X and Y of your transform with different eases: Code: myTransform.DOMoveX (3, 2).SetEase (Ease.OutQuad); myTransform.DOMoveY (3, 2).SetEase (Ease.InQuad); Or you could use blendable tweens (which are special types of tweens that can interact with each other), andmove your
DOTWEEN - POSSIBLE RECTTRANSFORM ENHANCEMENT REQUEST DOTween - Possible RectTransform enhancement request. « on: February 03, 2016, 09:31:53 PM ». Using Unity's new UI features, it's my understanding that the proper way to move UI panels on and off of the screen in a resolution independent manner is by modifying the associated RectTransform's anchorMin and anchorMax vectors.AUTOPLAY USAGE
Dr. Admin, I presume. 378. Re: AutoPlay usage. « Reply #1 on: January 29, 2016, 10:52:46 AM ». Hi! defaultAutoPlay must be set after DOTween has been initialized (either when starting the first tween, or by calling DOTween.init). Otherwise, if you want to set it project-wise, you can simply change the relative option in DOTween'sUtility
DOTWEEN ERRORS: SILENTLY TAKEN CARE OF? Until DOTween.Init is manually called (or automatically called when the first tween is created) the editor window has precedence. But if you call DOTween.Init and THEN disable the safe mode code will haveprecedence
DEMIGIANTWALLPAPERSGAMESUNITY PLUGINSILLUSTRATIONABOUTPRESSKIT Games + Plugins by Friends seriously good stuff. Night Call. Fran Bow. Heavy Rockets. Anti Cheat Toolkit. Sprocket Tools. TextMesh Pro. DOTWEEN (HOTWEEN V2)GET STARTEDDOCUMENTATIONEXAMPLESSUPPORTSHOWCASEPRO DOTween is a fast, efficient, fully type-safe object-oriented animation engine for Unity, optimized for C# users, free and open-source, with tons of advanced features. It is also the evolution of HOTween, my previous Unity tween engine. Compared to it, DOTween is more than 400% faster, more efficient, more type-safe, avoids uselessGC
DOTWEEN.TO AND TIMESCALE Hi there ! First of all I want to thank you for this amazing tool, it's a part of Unity for me I have some weird issue here. I'm using DOTween.To to shake an object (I know there is a function for that, but that's not the point of the subject), and while the tween is running I set the timeScale to 0. KILLING A TWEEN, NOT WORKING? Hi! DOTween.Kill(transform) will work only if the tween was actually created with a transform shortcut (like thatTransform.DOMove). Otherwise, you could always store the tween as a reference and kill it directly (also more efficient), with myTweenReference.Kill(). CREATE A PAUSED SEQUENCE Hi, That's a good approach and I use it all the time (I even made Pause return a Tween/Sequence object so that you can chain stuff to it directly) and everything works here. DOTWEEN ON A VECTOR3 Hi, All DOTween shortcuts are made for known Unity variables, but they all take advantage of the generic tweening way in the background. Said generic tweening way is what you want to use when tweening customvariables.
ARC MOVEMENT
Hi, To achieve an arc movement you could either tween the X and Y of your transform with different eases: Code: myTransform.DOMoveX (3, 2).SetEase (Ease.OutQuad); myTransform.DOMoveY (3, 2).SetEase (Ease.InQuad); Or you could use blendable tweens (which are special types of tweens that can interact with each other), andmove your
DOTWEEN - POSSIBLE RECTTRANSFORM ENHANCEMENT REQUEST DOTween - Possible RectTransform enhancement request. « on: February 03, 2016, 09:31:53 PM ». Using Unity's new UI features, it's my understanding that the proper way to move UI panels on and off of the screen in a resolution independent manner is by modifying the associated RectTransform's anchorMin and anchorMax vectors.AUTOPLAY USAGE
Dr. Admin, I presume. 378. Re: AutoPlay usage. « Reply #1 on: January 29, 2016, 10:52:46 AM ». Hi! defaultAutoPlay must be set after DOTween has been initialized (either when starting the first tween, or by calling DOTween.init). Otherwise, if you want to set it project-wise, you can simply change the relative option in DOTween'sUtility
DOTWEEN ERRORS: SILENTLY TAKEN CARE OF? Until DOTween.Init is manually called (or automatically called when the first tween is created) the editor window has precedence. But if you call DOTween.Init and THEN disable the safe mode code will haveprecedence
DEMIGIANT - UNITY PLUGINS HOTools. HOTools is a single Editor Panel for Unity, which contains a growing collection of useful tools and utilities. Requirements Unity 5/2017/2018/2019/2020DEMIGIANT - ABOUT
DEMIGIANT aka Daniele Giardini loves depth and deranged perspectives, is at war with his clothes. I make games ( game design, storytelling/writing, coding, UI/UX, art — I'm learning music too but I currently suck at that ), Unity tools, comics and interactive stuff (projects for museums/exhibitions, apps, websites and a lotmore, which I have
TWEENS IN SEQUENCES: A QUICK POINTER IN THE RIGHT DIRECTION! So if someone could enlighten me why, for example, is the below code not performing as 'intended' (and instead ignoring the AppendIntervals & Not Pausing)? Code: Sequence mySequence = DOTween.Sequence (); Tween anchorMinTween = null; Tween anchorMaxTween = null; Tween anchorPositionTween = null; Tween scaleTween = null; void PlayTweenAUTOPLAY USAGE
Dr. Admin, I presume. 378. Re: AutoPlay usage. « Reply #1 on: January 29, 2016, 10:52:46 AM ». Hi! defaultAutoPlay must be set after DOTween has been initialized (either when starting the first tween, or by calling DOTween.init). Otherwise, if you want to set it project-wise, you can simply change the relative option in DOTween'sUtility
START A TWEEN ON ANOTHER OBJECT FROM A TRIGGER. 378. Re: Start a tween on another object from a trigger. « Reply #1 on: April 11, 2016, 08:34:53 PM ». Hi, If you're using DOTween Pro, just give you tween a special ID (like "key"), then call. Code: DOTween.Play ("key"); If instead you're doing it all by code, as long as you grab a reference to your key transform (or whatever you TWEEN ROTATION AROUND POINT OR OBJECT? Tween rotation around point or object? Does DOTween have the ability to tween an objects position and rotation around a point or object. Unity already has Transform.RotateAround which allows you to rotate around an object, but I wasn't able to find a way to smoothly rotate around an object, so I was hoping HOTween could fill that gap. ONCOMPLETE CALLBACK FROM INSTANTIATED OBJECT USING DOTWEEN I am trying to do a callback from OnComplete, when using a DOTween Path. While I was able to get it working by using the OnComplete tab from the inspector and placing the prefab in the object select box, I also wanted to be able to call it from code. OVERRIDE THE TIMESCALE / MULTIPLE TIMESCALE FOR INGAME AND UI Re: Override the timeScale / Multiple timeScale for inGame and UI. « Reply #1 on: May 10, 2015, 06:48:42 PM ». Hi! If you want to scale all your game's animations (tweens but also anything else you might have) except the UI, the best approach would be to: use Unity's Time.timeScale (instead of DOTween.timeScale) to set the speed of thegame.
DOTWEEN PRO PATH EDITOR: CANNOT SEEM TO USE A DOTweenPath and a Tween/Sequence are two different things. So if you want to use OnWaypointChange you have to get the DOTweenPath's tween, and then add the callback to it, like this: Code: myDOTweenPath.GetTween ().OnWaypointChange (myCallback); Cheers. DOPLAYBACKWARDS METHOD DOES NOT FIRE ONCOMPLETE Dr. Admin, I presume. 378. Re: DOPlayBackwards method does not fire OnComplete. « Reply #1 on: July 07, 2015, 06:28:47 PM ». Hi, OnComplete is called only when the tween is complete, meaning it ends its forward play. When playing it backwards, you can use OnRewind to DEMIGIANTWALLPAPERSGAMESUNITY PLUGINSILLUSTRATIONABOUTPRESSKIT Games + Plugins by Friends seriously good stuff. Night Call. Fran Bow. Heavy Rockets. Anti Cheat Toolkit. Sprocket Tools. TextMesh Pro. DOTWEEN (HOTWEEN V2)GET STARTEDDOCUMENTATIONEXAMPLESSUPPORTSHOWCASEPRO DOTween is a fast, efficient, fully type-safe object-oriented animation engine for Unity, optimized for C# users, free and open-source, with tons of advanced features. It is also the evolution of HOTween, my previous Unity tween engine. Compared to it, DOTween is more than 400% faster, more efficient, more type-safe, avoids uselessGC
DOTWEEN.TO AND TIMESCALE Hi there ! First of all I want to thank you for this amazing tool, it's a part of Unity for me I have some weird issue here. I'm using DOTween.To to shake an object (I know there is a function for that, but that's not the point of the subject), and while the tween is running I set the timeScale to 0. KILLING A TWEEN, NOT WORKING? Hi! DOTween.Kill(transform) will work only if the tween was actually created with a transform shortcut (like thatTransform.DOMove). Otherwise, you could always store the tween as a reference and kill it directly (also more efficient), with myTweenReference.Kill(). CREATE A PAUSED SEQUENCE Hi, That's a good approach and I use it all the time (I even made Pause return a Tween/Sequence object so that you can chain stuff to it directly) and everything works here. DOTWEEN ON A VECTOR3 Hi, All DOTween shortcuts are made for known Unity variables, but they all take advantage of the generic tweening way in the background. Said generic tweening way is what you want to use when tweening customvariables.
ARC MOVEMENT
Hi, To achieve an arc movement you could either tween the X and Y of your transform with different eases: Code: myTransform.DOMoveX (3, 2).SetEase (Ease.OutQuad); myTransform.DOMoveY (3, 2).SetEase (Ease.InQuad); Or you could use blendable tweens (which are special types of tweens that can interact with each other), andmove your
DOTWEEN - POSSIBLE RECTTRANSFORM ENHANCEMENT REQUEST DOTween - Possible RectTransform enhancement request. « on: February 03, 2016, 09:31:53 PM ». Using Unity's new UI features, it's my understanding that the proper way to move UI panels on and off of the screen in a resolution independent manner is by modifying the associated RectTransform's anchorMin and anchorMax vectors. DOTWEEN ERRORS: SILENTLY TAKEN CARE OF? Until DOTween.Init is manually called (or automatically called when the first tween is created) the editor window has precedence. But if you call DOTween.Init and THEN disable the safe mode code will haveprecedence
ONCOMPLETE CALLBACK FROM INSTANTIATED OBJECT USING DOTWEEN I am trying to do a callback from OnComplete, when using a DOTween Path. While I was able to get it working by using the OnComplete tab from the inspector and placing the prefab in the object select box, I also wanted to be able to call it from code. DEMIGIANTWALLPAPERSGAMESUNITY PLUGINSILLUSTRATIONABOUTPRESSKIT Games + Plugins by Friends seriously good stuff. Night Call. Fran Bow. Heavy Rockets. Anti Cheat Toolkit. Sprocket Tools. TextMesh Pro. DOTWEEN (HOTWEEN V2)GET STARTEDDOCUMENTATIONEXAMPLESSUPPORTSHOWCASEPRO DOTween is a fast, efficient, fully type-safe object-oriented animation engine for Unity, optimized for C# users, free and open-source, with tons of advanced features. It is also the evolution of HOTween, my previous Unity tween engine. Compared to it, DOTween is more than 400% faster, more efficient, more type-safe, avoids uselessGC
DOTWEEN.TO AND TIMESCALE Hi there ! First of all I want to thank you for this amazing tool, it's a part of Unity for me I have some weird issue here. I'm using DOTween.To to shake an object (I know there is a function for that, but that's not the point of the subject), and while the tween is running I set the timeScale to 0. KILLING A TWEEN, NOT WORKING? Hi! DOTween.Kill(transform) will work only if the tween was actually created with a transform shortcut (like thatTransform.DOMove). Otherwise, you could always store the tween as a reference and kill it directly (also more efficient), with myTweenReference.Kill(). CREATE A PAUSED SEQUENCE Hi, That's a good approach and I use it all the time (I even made Pause return a Tween/Sequence object so that you can chain stuff to it directly) and everything works here. DOTWEEN ON A VECTOR3 Hi, All DOTween shortcuts are made for known Unity variables, but they all take advantage of the generic tweening way in the background. Said generic tweening way is what you want to use when tweening customvariables.
ARC MOVEMENT
Hi, To achieve an arc movement you could either tween the X and Y of your transform with different eases: Code: myTransform.DOMoveX (3, 2).SetEase (Ease.OutQuad); myTransform.DOMoveY (3, 2).SetEase (Ease.InQuad); Or you could use blendable tweens (which are special types of tweens that can interact with each other), andmove your
DOTWEEN - POSSIBLE RECTTRANSFORM ENHANCEMENT REQUEST DOTween - Possible RectTransform enhancement request. « on: February 03, 2016, 09:31:53 PM ». Using Unity's new UI features, it's my understanding that the proper way to move UI panels on and off of the screen in a resolution independent manner is by modifying the associated RectTransform's anchorMin and anchorMax vectors. DOTWEEN ERRORS: SILENTLY TAKEN CARE OF? Until DOTween.Init is manually called (or automatically called when the first tween is created) the editor window has precedence. But if you call DOTween.Init and THEN disable the safe mode code will haveprecedence
ONCOMPLETE CALLBACK FROM INSTANTIATED OBJECT USING DOTWEEN I am trying to do a callback from OnComplete, when using a DOTween Path. While I was able to get it working by using the OnComplete tab from the inspector and placing the prefab in the object select box, I also wanted to be able to call it from code.DEMIGIANT - ABOUT
DEMIGIANT aka Daniele Giardini loves depth and deranged perspectives, is at war with his clothes. I make games ( game design, storytelling/writing, coding, UI/UX, art — I'm learning music too but I currently suck at that ), Unity tools, comics and interactive stuff (projects for museums/exhibitions, apps, websites and a lotmore, which I have
DEMIGIANT - UNITY PLUGINS HOTools. HOTools is a single Editor Panel for Unity, which contains a growing collection of useful tools and utilities. Requirements Unity 5/2017/2018/2019/2020 TWEENS IN SEQUENCES: A QUICK POINTER IN THE RIGHT DIRECTION! So if someone could enlighten me why, for example, is the below code not performing as 'intended' (and instead ignoring the AppendIntervals & Not Pausing)? Code: Sequence mySequence = DOTween.Sequence (); Tween anchorMinTween = null; Tween anchorMaxTween = null; Tween anchorPositionTween = null; Tween scaleTween = null; void PlayTweenAUTOPLAY USAGE
Dr. Admin, I presume. 378. Re: AutoPlay usage. « Reply #1 on: January 29, 2016, 10:52:46 AM ». Hi! defaultAutoPlay must be set after DOTween has been initialized (either when starting the first tween, or by calling DOTween.init). Otherwise, if you want to set it project-wise, you can simply change the relative option in DOTween'sUtility
TWEEN ROTATION AROUND POINT OR OBJECT? Tween rotation around point or object? Does DOTween have the ability to tween an objects position and rotation around a point or object. Unity already has Transform.RotateAround which allows you to rotate around an object, but I wasn't able to find a way to smoothly rotate around an object, so I was hoping HOTween could fill that gap. ONCOMPLETE CALLBACK FROM INSTANTIATED OBJECT USING DOTWEEN I am trying to do a callback from OnComplete, when using a DOTween Path. While I was able to get it working by using the OnComplete tab from the inspector and placing the prefab in the object select box, I also wanted to be able to call it from code. START A TWEEN ON ANOTHER OBJECT FROM A TRIGGER. 378. Re: Start a tween on another object from a trigger. « Reply #1 on: April 11, 2016, 08:34:53 PM ». Hi, If you're using DOTween Pro, just give you tween a special ID (like "key"), then call. Code: DOTween.Play ("key"); If instead you're doing it all by code, as long as you grab a reference to your key transform (or whatever you DOTWEEN PRO PATH EDITOR: CANNOT SEEM TO USE A DOTweenPath and a Tween/Sequence are two different things. So if you want to use OnWaypointChange you have to get the DOTweenPath's tween, and then add the callback to it, like this: Code: myDOTweenPath.GetTween ().OnWaypointChange (myCallback); Cheers. OVERRIDE THE TIMESCALE / MULTIPLE TIMESCALE FOR INGAME AND UI Re: Override the timeScale / Multiple timeScale for inGame and UI. « Reply #1 on: May 10, 2015, 06:48:42 PM ». Hi! If you want to scale all your game's animations (tweens but also anything else you might have) except the UI, the best approach would be to: use Unity's Time.timeScale (instead of DOTween.timeScale) to set the speed of thegame.
DOPLAYBACKWARDS METHOD DOES NOT FIRE ONCOMPLETE Dr. Admin, I presume. 378. Re: DOPlayBackwards method does not fire OnComplete. « Reply #1 on: July 07, 2015, 06:28:47 PM ». Hi, OnComplete is called only when the tween is complete, meaning it ends its forward play. When playing it backwards, you can use OnRewind to DEMIGIANT - THINGS BY DANIELE GIARDINI & FRIENDS* Wallpapers
* Games
* Still There
* Football Drama
* Centenary
* Nothing Can Stop Us* Goscurry
* All Roads Must Collide* The Playa
* The Screening
* Bladesque
* Faith No More
* People In Love
* Earthling Priorities * Quantum Party Crasher* Stackout
* Journeyballs
* - Games for Clients * - Mini-games & Prototypes * - Games By Friends* Unity Plugins
* DOTween (HOTween v2)* DemiLib
* Outspoken
* HOTween
* HOTools
* Illustration
* About
* Presskit
* Blog
HOME SWEET HOME
SOME GAMES ADULT ENTERTAINMENTSTILL THERE
FOOTBALL DRAMA
CENTENARY
NOTHING CAN STOP US
CHECK ALL GAMES
SOME UNITY PLUGINS DON'T REALLY NEED A PLUG DOTWEEN (HOTWEEN V2)OUTSPOKEN
CHECK ALL PLUGINS
SOME WALLPAPERS DESKTOP STICKERSTHE END
THE HUNGER _BY DANIELE GIARDINI_1920x1080
CENTENARY
THE UNHIDDEN _BY JELENA ĐORĐEVIĆ_1920x1080
CHECK ALL WALLPAPERS GAMES + PLUGINS BY FRIENDS SERIOUSLY GOOD STUFFNIGHT CALL
FRAN BOW
HEAVY ROCKETS
ANTI CHEAT TOOLKIT
SPROCKET TOOLS
TEXTMESH PRO
DEMIGIANT
Daniele Giardini
Details
Copyright © 2024 ArchiveBay.com. All rights reserved. Terms of Use | Privacy Policy | DMCA | 2021 | Feedback | Advertising | RSS 2.0