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Author Topic: DoTween Actions (DOTween v1.1.310)  (Read 37914 times)

Lane

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Re: DoTween Actions (DOTween v1.0.770)
« Reply #15 on: July 02, 2015, 11:57:51 AM »
That is weird. Would explain the errors though, it looks like the Actions are trying to use methods that don't exist in DoTween, which doesn't make sense unless you are using an old version that doesn't have the latest methods available.

jeanfabre

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Re: DoTween Actions (DOTween v1.0.770)
« Reply #16 on: July 08, 2015, 05:07:19 AM »
Hi,

 I experience the same thing, and I am running on Unity 5, I don't have time to investigate, so I simply commented out the offending lines and carried on, but definitly something odd is going on cause them missing implementation are referenced in the dotween docs... why they do not feature, maybe the installer is corrupted on the latest Unity version or something.

Bye,

 Jean

dudebxl

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Re: DoTween Actions (DOTween v1.0.770)
« Reply #17 on: July 08, 2015, 10:49:49 AM »
Hello,

My 2 Cents opinion on these errors is that Dotween is not up to date. Make sure you download latest version and click the update button in the ini setting popup(from the menu dropdown). I use unity 4 and the latest dotween and have no errors... It did however download some stuff when i updated from the setting popup..

@ terri. Did you update to the latest version and then clicked on update version in the setting? If yes, do u still have issues? If no, please try and then let us know.

Thx


terri

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Re: DoTween Actions (DOTween v1.0.770)
« Reply #18 on: July 08, 2015, 10:53:22 AM »
I ended up downloading directly from the website and that version worked with no issues.
I think the asset store version was out of date, or maybe I messed up somewhere else, but it's all good now, thanks.

dudebxl

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Re: DoTween Actions (DOTween v1.0.770)
« Reply #19 on: July 08, 2015, 11:04:33 AM »
Cool..

...and thx for info  ;D

Groo Gadgets

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Re: DoTween Actions (DOTween v1.0.770)
« Reply #20 on: July 16, 2015, 08:38:11 PM »
Heya,

I'd like to tween while my game is paused, is this possible with these actions right now?

Checking the Dotween website I can see the answer is to use the SetUpdate method:

How to ignore Unity's Time.timeScale when tweening?
Just chain the SetUpdate method to a tween, passing a value of TRUE to the isIndependentUpdate parameter.
transform.DOMoveX(2, 1).SetUpdate(true);

Any help would be great!

SG

dudebxl

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Re: DoTween Actions (DOTween v1.0.770)
« Reply #21 on: July 18, 2015, 07:03:19 AM »
No i dont think and i dont have access to my computer.. So cant check but if you go into the action code and find the updateType section just add or modify (..., true) like in the dotween docs and you should be good to go.. But it will use dotween global timescale. When I can i will add these options to the actions... The actions are missing some of the minor features and in time will be added.. Thx
« Last Edit: July 18, 2015, 07:11:35 AM by dudebxl »

hunz

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Re: DoTween Actions (DOTween v1.0.770)
« Reply #22 on: July 26, 2015, 11:58:45 PM »
Been hanging out for DoTween actions ever since I saw the announcement.  Thank you so much for putting this together. 

I think this is just a quick output for now but does anyone know if the final actions will have Int, Float, V3 and V4 and other variable animation?  And a from/to switch?

Thanks guys!


dudebxl

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Re: DoTween Actions (DOTween v1.0.770)
« Reply #23 on: July 27, 2015, 02:19:40 AM »
Hi,

There will not be any 'from' for a while.. You can modify the action and add .From() to the shortcut if you really need it. if this is a request that a lot of people need, then i can add this option in future updates. Overhaul these actions should cover 90% of people tween needs in their current state.

I am not sure what you mean by animating int, float, etc... Can you please ELI5

Thx




hunz

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Re: DoTween Actions (DOTween v1.0.770)
« Reply #24 on: July 27, 2015, 05:01:56 PM »
Dudeblx,  Thanks for the response.

In the documentation they are referred to as "Generic tweens specific options".  They just allow for variable data to be animated.  Hotween actions worked this way for playmaker while itween actions seemed to work like these dotween ones you've provided. 

I'll have a look at adding a .From() into the actions (thanks for the tip).  I do a lot of UI work and to and from really help speeding things up.

Thanks again.




dudebxl

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Re: DoTween Actions (DOTween v1.0.770)
« Reply #25 on: July 28, 2015, 07:06:01 AM »
Hi,

Ok i see, cool.. I will try to make the actions for the next update (incl. from in some of the actions)... It would be good to have. Slowly building a list of features to add  ;D

Dont have a computer for the moment so it will be in a few months...

Thx for the info...
« Last Edit: July 28, 2015, 12:55:24 PM by dudebxl »

hunz

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Re: DoTween Actions (DOTween v1.0.770)
« Reply #26 on: July 28, 2015, 05:09:46 PM »
Thanks so much Dudebxl means a lot.   I LOVE TWEENING!

^_^

sebaslive

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Re: DoTween Actions (DOTween v1.0.770)
« Reply #27 on: August 23, 2015, 04:24:10 PM »
Hey Dudebxl, I modified your action so that if the target moves it will update the target position, but if I set a game object it is declared as a vector 3 at the start only once which means that it will only go to that position. Is there a way to update the game object to vector 3 every frame?

I am trying to get it working but if you have a quick solution, please let me know


Nevermind I got it working :D

Also, it looks like the DoLocalMove Y and Z are getting the X value so if anyone needs to fix that just change to.Value.x; TO to.Value.y and to.Value.z in float yy and float zz.

let me know if anyone is interested in the update follow transform code.
« Last Edit: August 23, 2015, 05:47:50 PM by sebaslive »
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dudebxl

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Re: DoTween Actions (DOTween v1.0.770)
« Reply #28 on: August 24, 2015, 12:36:08 AM »
thx,

good catch  ;D

.. when I can I will update everything asap (+missing features as requested).




sebaslive

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Re: DoTween Actions (DOTween v1.0.770)
« Reply #29 on: August 24, 2015, 12:43:13 AM »
Here is the code for DoMove

Code: [Select]
case doTweenType.DoMove:

                    Tweener followtween = _target.transform.DOMove(to.Value, duration.Value, snapping.Value).SetAs(setFinal);
                    followtween.OnUpdate(() =>
                    {
                        if (toObject.Value != null)
                        {
                            to.Value = go.transform.position;
                        }

                        if (prevTargetPos != to.Value)
                        {
                            prevTargetPos = to.Value;
                            followtween.ChangeEndValue(to.Value, duration.Value, true).SetAs(setFinal).Restart();
                        }
                    });

but for some reason I am trying to figure out, none of the DoMoveX, Y, or Z work when the object moves. It sets the object following to 0 when the end value has changed...

Code: [Select]
case doTweenType.DoMoveX:
                    float x = to.Value.x;
                    Tweener followtweenx = _target.transform.DOMoveX(x, duration.Value, snapping.Value).SetAs(setFinal);
                    followtweenx.OnUpdate(() =>
                    {
                        if (toObject.Value != null)
                        {
                            x = go.transform.position.x;
                        }

                        if (prevTargetPos.x != x)
                        {
                            prevTargetPos.x = to.Value.x;
                            followtweenx.ChangeEndValue(x, duration.Value, true).SetAs(setFinal).Restart();

                        }
                    });

I'll keep trying but if you got any ideas please let me know
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


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