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Author Topic: DoTween Actions (DOTween v1.1.310)  (Read 33769 times)

boragungor

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Re: DoTween Actions (DOTween v1.1.310)
« Reply #75 on: December 27, 2016, 01:18:14 PM »
Is it the 3rd person one? If it is, it's in the example folder in the latest version as far as I remember.

memetic arts

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Re: DoTween Actions (DOTween v1.1.310)
« Reply #76 on: December 27, 2016, 01:20:11 PM »
At about 2:02 into this video:

https://youtu.be/EYmyFPFI9DU?t=2m2s

memetic arts

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Re: DoTween Actions (DOTween v1.1.310)
« Reply #77 on: December 27, 2016, 01:26:24 PM »
Ah, and now I think I understand . . . I found a link in the comments of the YouTube video, and now see that there is a set of PAID actions in the Asset Store, which apparently has the demo scene that I saw in the video. I just have the set that was linked from this thread. . .

Since we're on the topic, though, what is the difference between the two sets of actions exactly?

Thanks.
« Last Edit: December 27, 2016, 02:18:30 PM by memetic arts »

dudebxl

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Re: DoTween Actions (DOTween v1.1.310)
« Reply #78 on: January 08, 2017, 11:05:52 AM »
One is free - one is paid.. that is all.. different people, different actions

markmandarin

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Re: DoTween Actions (DOTween v1.1.310)
« Reply #79 on: January 11, 2017, 01:31:47 AM »
DOTween GUI (not Ugui) Color / Fade request!
Thank you!

memetic arts

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Re: DoTween Actions (DOTween v1.1.310)
« Reply #80 on: January 13, 2017, 05:17:54 PM »
One is free - one is paid.. that is all.. different people, different actions

Thanks, dudebxl. I've got both now! :-)

Question: I've got a set of states, each containing multiple DoTween actions, chained/sequenced together. As expected, the actions within each state are invoked and completed before the actions in the next state are invoked. I want to reverse the entire chain, but it seems that states containing "play backward by ID" action, when similarly chained, do not wait for a given state's actions to complete, e.g. they fire in sequence, but occur concurrently.

I don't want to insert "wait" actions, as this will most likely disrupt the fluidity of the sequence. Any thoughts as to how to accomplish this?

thanks very much!

craigz

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Re: DoTween Actions (DOTween v1.1.310)
« Reply #81 on: March 04, 2018, 05:09:32 PM »
Is there a good way with these current actions to have the gameobject follow the tween path similar to how the iTween actions used to have?

Specifically looking for the functionality in the DO Tween Rigidbody Jump and DOTween Rigibody Move actions :)

-craigz