Playmaker Forum
PlayMaker Updates & Downloads => Share New Actions => Topic started by: dudebxl on May 09, 2015, 09:27:55 AM
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DotTween actions.
Can't explain how to use 'cause way too much data. Use the URL Helper (blue thing) in the action to see DoTween docs (should read for ini setup, etc).
The actions consolidates the Tween so search by color for color renderer, color Camera, color elements, etc.. Attached pict is the template of DoTween Move To, to give you an idea..
Version 1.2 for minimum req. DOTween v1.1.310 with Unity5 and Playmaker 1.8.x
Any issues post here...
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Thank you 8)
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Hi,
I am trying this, and I get :
Assets/PlayMaker Custom Actions/Dotween Actions/DotweenColorRendererTo.cs(254,87): error CS0103: The name `EaseFactory' does not exist in the current context
I got the latest version of dotween from the asset store.
also, I see they are all ready for the ecosystem. Maybe I could create a github rep for this. I would think that distributing as a package with all actions would be good and direct, as opposed to per actions. but that's up to you.
Bye,
Jean
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Hi,
Moved trello task to "doing".
Are you following this trello board? maybe Ic an add you to the task for accuracy?
https://trello.com/c/ieSygpiI/111-dotween
Bye,
Jean
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Hello,
Long time no see!
This is all very nice! :) I just got a mail from xxxxxxxx (which is either one of you or a porn actor) telling me about this. I actually tried to tackle PM actions a few times myself, but since I'm not a user I always got derailed and then postponed it. Very glad you did that. Let me know if you need any help on DOTween's side.
Cheers,
Daniele (the nerd behind DOTween)
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Hi,
This package seems to work properly now. Shall I put it on the Ecosystem? we'll need to give instructions cause I forgot to trigger the Dotween setup routine, and I was confused why I had so many errors... then I realized I had to setup dotween before... :)
Bye,
Jean
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Hi,
there is one thing I noticed:
you are using a private FsmInt "settingLoops" but there is no need for this, you should use a simple int.
Also, in some cases ( for a one time loop), this will bug because the FsmInt has to be initialized. so I modified the action I as using and turned settingLoops into a regular int and all is working fine.
Bye,
Jean
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update bump ***
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Thanks for update
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Hello,
is there an option to add the "To" actions from itween into DOTween?
Like Move to or Rotate to?
greetings
Soul
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This is weird but importing this package completely breaks my project, Playmaker will no longer even load.
Is it Unity5 only or something?
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What are the console errors?
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Errors are attached.
When starting unity up I get a "failed to load window layout" and if I try to load a layout that has Playmaker on it, Unity closes (with no errors). Also Playmaker is no longer on the toolbar (or whatever its called, next to file, edit, assets, etc)
I'm on Unity 4.6.6
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The `failed to load layout` errors always appear when you start unity 4.x up and there are console errors preset. The layout won't load until console errors are cleared and it can compile the project successfully.
It looks like there is a discrepancy between the Actions and DoTween. Are you using the latest of both?
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That makes sense, yes DoTween was downloaded from the asset store today and the actions are the ones from this post.
I wonder if maybe the actions are for an earlier version of DoTween maybe?
edit:
seems like the asset store version is 0.9.290, I wonder why is not V1.0.770 - weird.
will try to contact dotween support directly
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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.
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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
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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
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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.
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Cool..
...and thx for info ;D
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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
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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
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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!
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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
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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.
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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...
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Thanks so much Dudebxl means a lot. I LOVE TWEENING!
^_^
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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.
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thx,
good catch ;D
.. when I can I will update everything asap (+missing features as requested).
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Here is the code for DoMove
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...
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
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hi,
can't test your code but change only this:
float yy = to.Value.x; -> float yy = to.Value.y;
float zz = to.Value.x; -> float zz = to.Value.z;
... and it should work. as you can see it is a bug cause the code is wrong..
let me know how it goes..
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Hi,
I've just installed DOtween and the custom actions. I was tipped to install these to tween a menu which I couldn't fix with iTween.
I use the DOtween Move Transform to action to change the position (from Y=-50 to Y=50...pretty straight forward) of the menu (see attachment). It works to change the position of the object. That's a big step forward which makes me happy, but it doesn't tween. As soon as I start modifying the settings of 'duration' it stops working. It doesn't change the position correctly anymore. The Y-pos is set to -49.91714 (instead of 50) and the console promps '....mmm did 'DoTween" work??'
My answer would be: nope, but can't tell why? Does anyone of you guys have a clue?
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lalalala...
just figured it out: setting the time scale to 0 blocked the tweening...
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hi,
can't test your code but change only this:
float yy = to.Value.x; -> float yy = to.Value.y;
float zz = to.Value.x; -> float zz = to.Value.z;
... and it should work. as you can see it is a bug cause the code is wrong..
let me know how it goes..
Hey Dudebxl, sorry, this was the fix to local move which I mentioned in my post before. What I meant to say is that I think I'm having trouble with the change end value which doesn't seem to play well with floats. When the target position is changed it sets the follow position to 0. I will try to figure it out and report back here.
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got it working. It was that ChangeEndValue does not like floats so for anyone that is interested, you do not add the restart line at the end. you just add a new DOMove under it. Here is the code for X.
Tweener followtweenx = _target.transform.DOMoveX(to.Value.x, duration.Value, snapping.Value).SetAs(setFinal);
followtweenx.OnUpdate(() =>
{
float xmove = to.Value.x;
if (!x.IsNone) xmove = x.Value;
if (toObject.Value != null)
{
x = go.transform.position.x;
}
if (prevTargetPos.x != xmove)
{
prevTargetPos.x = xmove;
followtweenx.ChangeEndValue(xmove, duration.Value, snapping.Value);
_target.transform.DOMoveX(xmove, duration.Value, snapping.Value).SetAs(setFinal);
}
});
I also found other little hiccups in the local script so here is the full script. It has the old code commented in case anyone would like to switch it back, but it has the local fixes and the update I added.
edit: with this script the ease type goes really slow with any in's but not on the outs when the object moves.
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Cool.. Not understanding the problem but thx anyway.. :D
Will review in the next update..
What other hiccups did u find?
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Opps, just checked and the other hiccups were my own. Sorry about that.
And the problem was basically that I wanted my object A to follow object B instead of just stopping at B's last known position before it moved.
but thank you for these excellent scripts. A lot of time went into these puppies and I know everyone really appreciates it!
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It changes the duration to function as a speed instead of a duration of how long it takes to get to target.
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I try to perform a DOTween fade but the material turns into weird color instead of making it transparent. Only works if alpha is set to zero...any other value turns object into yellowish color.
Shader is Unity 5 standard/transparent.
Any advice?
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mmmm..
first the fade is 0 to 1 so for 25% fade it means u need to input 0.25
I got it work with _Color -> input it in 'Material Fade extra' section
list for unity5 shader: open edit shader to find them depending on the shader u r using.
_Color
_TintColor
_MainTex
_Glossiness
_Metallic
_OverlayTex
_EmissionLevel
Diffuse - "_MainTex"
Specular/Roughness - "_SpecGlossMap"
Normal - "_BumpMap"
AO - "_Occlusion"
...... etc
note: as long as it had Alpha u can fade.
let us know if it worked?
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Because alpha value is 0-255, I thought action value was same :-[
Tryed 0.25 and fades properly :)
Many, many thanks for the explanation!!
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Thanks for the actions =)
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Thanks for share the package !
Getting some errors in some actions with DOTween_1_1_135 package from the official site.
:-X
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Thanks for the info but I am using it now in unity 5.2 + dotween 1.1.135 in my project and I have no errors. Make sure you updated Dotween after installing using Dotween utility panel.
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Thank you dudebxl. Didn't know what there is a dotween Setup menu lol.
In unity 5.3 now i only get this error
ssets/PlayMaker Custom Actions/Dotween Actions/DotweenPathTransformTo.cs(204,38): error CS0115: `HutongGames.PlayMaker.Actions.DotweenPathTransformTo.OnDrawGizmos()' is marked as an override but no suitable method found to override
Removed "override" from "public override void OnDrawGizmos(){" not sure of the results
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Ok cool. That should do the trick. Not the first action with .OnDrawGizmos() which has a problem since 5.3. Thanks for the info.
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I have DoTween Pro and is "setup", just downloaded PM actions and I get this error:
Assets/PlayMaker Custom Actions/Dotween Actions/DotweenPathTransformTo.cs(204,38): error CS0115: `HutongGames.PlayMaker.Actions.DotweenPathTransformTo.OnDrawGizmos()' is marked as an override but no suitable method found to override
I simply removed "override" Is this the fix? / no errors now.
Question: Is there a PM Action to change UI Image Script value such as "Fill Amount" (when the image type is selected as filled) ? I'd like to give the button a nice UI DoTween effect to the fill value etc.
Thank you.
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The action U Gui Set Color Block (with everyframe on - but change the bool to fsmbool so you can deactivate when the dotween is finished) with dotween color action (or ease color action as another option) for the button
or
U Gui Graphic Set Color action with dotween color action (or ease color action as another option) for the image
Something like that should work.
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Hi,
Can these Actions be added to the EcoSystem as a package.
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They could, using Github (i think) but they are getting a bit out of date. they really need an update.
If you want, fell free to to add it to your github.
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1) i want to activate Dotween Path Event (send command transition) with playmaker? How can i do this?
2) where\when can I download actual playmaker actions for Dotween Pro? What is it - https://www.assetstore.unity3d.com/en/#!/content/49222 Is this another actions?
3) Is it correct to removed "override" Is this the fix? / no errors now:
Assets/PlayMaker Custom Actions/Dotween Actions/DotweenPathTransformTo.cs(204,38): error CS0115: `HutongGames.PlayMaker.Actions.DotweenPathTransformTo.OnDrawGizmos()' is marked as an override but no suitable method found to override
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1) i want to activate Dotween Path Event (send command transition) with playmaker? How can i do this? i don't know - i don't understand
2) where\when can I download actual playmaker actions for Dotween Pro? What is it - https://www.assetstore.unity3d.com/en/#!/content/49222 Is this another actions?Different assets. Mine is a personal version that I gave to the community - the other is a paid version by another guy. Mine are out-of date and basic but will work for most basic tweens.
3) Is it correct to removed "override" Is this the fix? / no errors now: Yes since unity5 and PM 1.8 you have to delete the override
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Anyone know if there is a way to use DOTween in a similar fashion of iTweenMoveAdd.
Basically I want the object to move one grid from it's own position.
With iTweenMoveAdd you can also set Space to Self, which makes him always move along it's local axis which makes it's easy when it's rotating.
Or will I be forced to do a lot if conditions and store the result in a vector3 to find the next position to move towards?
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Set it to
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Ah yes, thanks!
What about moving along the local axis?
For an example, using Local Move Z, put a value on the vector.z. But when rotating the object in runtime, it still moves along the world Z axis, instead of the objects axis.
I figure this isn't an issue with the actions, I also have the paid actions from the asset store, and they do the same behavior. So I'm thinking it's how DoTween works and I might be missing something. Or is the Local Move not really the 'Space.Self' equivalent?
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There's a way to do it in vector3 and doing it through x y or z. Do you have it set as a vector 3 or single axis? Try single, that may help.
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Tried both, no dice, they give same result.
Something though, If I put the object as a child in an empty parent. Then on the rotationLocal I rotate the parent - this makes the moveLocal to actually move along the axis correctly. Problem is that the parent doesn't move with the child, so rotating the parent when child is somewhere else makes the pivoting all wrong and not pivoting around the child position.
And I can't change the MoveLocal object to parent, then it's back where we started, moving along world axis.
Just don't get how it's suppose to work. iTween it worked when you set 'space' to self. I realize they are different, but I somewhat thought the moveLocal was the same thing. Maybe there are some special rules how DoTween should work considering it works when rotating a parent to the object.
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You're right, I couldn't get it to work either even in the code from the documentation. Maybe Daniele, the creator, can assist with this.
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Thanks for giving it a go, atleast I know it's not only me.
Yes, I'm asking in the official forums and unity thread. I'll post here if I get a solution.
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Likewise, I will also post when/if I get a reply from the dev. He mentioned that the move local is to move itself locally from the parent.
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Got it confirmed by the DOTween creator that DoTween doesn't have a space.self option.
As you mentioned, solution suggested was rotating a parent and have the child move inside parent. It doesn't work in my case since the rotation point will be wrong if the child moves inside the parent and you then rotate the parent. But maybe will be helpful for some others.
Guess I'm back to iTween meanwhile or try leantween, maybe he will add it in the future.
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That's really unfortunate... Thanks for letting us know.
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*** Update bump
Version 1.2 available.
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Thanks, What's the update?
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@sebaslive
See the first page. Added missing features, eliminated bugs, new actions,etc...
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Thank You :)
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*** Update
I have attached the package (also on ecosystem)
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Hi, I like these actions but I'm having a problem understanding an issue with the "kill on exit" check box or auto kill in do tween's preferences.
I would like the tween to stop animating once the state has finished. But currently, the animation keeps playing when moved onto the next state.
The only way I can get it to work is with the pause by id action. But both Itween and leantween automatically stop the animation playing once move onto the next state and this is far simpler than making ids for every tween
Is anyone else having this issue in doTween?
thanks very much!
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Hi,
Kill on exist is related to memory.
Can you attache a screenshot of the action settings. The event called finish, is when the the dotween has finished and moves to the next state. Which event it is going in?
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Ok so i've attached a screenshot of the actions.
I guess finish it not exactly what I need? I would like it to stop prematurely before its finished its full cycle. So even if it was looping infinitely it still stopped when it went to the next action.
Also I should mention I had the same issue with the other set of Dotween actions by Doozy, so maybe its a doTween issue overall. Just wondering if other people could recreate the same problem?
thanks again for your help!
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Hi,
OK i see.. then you have to use the controller action. There is no other option at this stage.
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Ok thanks for the info. Unfortunately that still requires setting an tween id for every tween in order to stop them individually.
But thanks anyway!
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Hi. Will this be put into Ecosystem later?
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Greetings, just installed DoTween, looks very promising.
I do have a question right off the bat, though, and haven't been able to find an answer out on the web...
I added a Rotate Transform To action, and while it seems to work, I can't get it to fire a FINISHED event to proceed to the next state in my FSM. I've tried checking the "is finished" event that is provided, and creating a custom transition to match, as well as adding a "FINISHED" event to the action, and using the system "FINISHED" event. Neither of those worked, so any input would be welcome.
Also, I did find a "Quick Start" video on YouTube, and while the images are flying by, I did notice that you load up a demo scene, which, from looking at the directory structure, looks like it was provided in some earlier version. Is that demo still available, and if so, where can I get it? It wasn't included in the latest package.
Thanks for the assist, happy holidays!
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What demo scene?
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Is it the 3rd person one? If it is, it's in the example folder in the latest version as far as I remember.
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At about 2:02 into this video:
https://youtu.be/EYmyFPFI9DU?t=2m2s (https://youtu.be/EYmyFPFI9DU?t=2m2s)
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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.
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One is free - one is paid.. that is all.. different people, different actions
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DOTween GUI (not Ugui) Color / Fade request!
Thank you!
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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!
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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
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Heya,
I just downloaded these actions since the Doozy actions for Dotween are now broken in Playmaker 1.9.
Unfortunately, these actions are also broken in version 1.9, any chance of a fix?
Cheers,
Simon
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Heya,
I just downloaded these actions since the Doozy actions for Dotween are now broken in Playmaker 1.9.
Unfortunately, these actions are also broken in version 1.9, any chance of a fix?
Cheers,
Simon
same
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It looks to me like a name collision between PlayMaker and DoTween on the definition of LoopType. I was able to apply a quick workaround like this:
Before:
setFinal.SetLoops(settingLoops, LoopType.Yoyo);
After:
setFinal.SetLoops(settingLoops, DG.Tweening.LoopType.Yoyo);
There are 300+ errors, so search and replace is your friend. I compiled and I'm running fine after that quick fix.
(Unity 2017.4.3, PlayMaker 1.9.0, DoTween 1.1.710)
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Hi,
ohhh... thanks for this fix!
Bye,
Jean
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Updated version:
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It looks to me like a name collision between PlayMaker and DoTween on the definition of LoopType. I was able to apply a quick workaround like this:
Before:
setFinal.SetLoops(settingLoops, LoopType.Yoyo);
After:
setFinal.SetLoops(settingLoops, DG.Tweening.LoopType.Yoyo);
There are 300+ errors, so search and replace is your friend. I compiled and I'm running fine after that quick fix.
(Unity 2017.4.3, PlayMaker 1.9.0, DoTween 1.1.710)
Does this mean i need to put DG.Tweening somewhere in the top of the file as a namespace? If so... where and how. Pretend you're talking to someone... dazed and confused.
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Hi,
Got the following error with the latest iteration of the pack, when importing:
Assets/Dotween Actions/DotweenPathTransformTo.cs(229,6): error CS0103: The name `iTween' does not exist in the current context
Unity 2017.4.3f1, Playmaker 1.8.4.f5, DoTween 1.1.640.
Since there have been some recent changes regarding iTween in Playmaker, could this be caused by some missing code or else?
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Hi.
the itween change is in playmaker 1.9+
so there is something wrong with the action.
For now you can remove the action if you don't need it.
search for DotweenPathTransformTo in the project folder and remove the script.
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Yes, that's what I (unfortunately) did.
DIE WRETCHED ACTION!!! >:( >:( >:(
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Is there any DoTween action, that can mimic or sorta act like I Tween Move Add? The only move option seems to be 'Move Transform To'. Perhaps I'm missing the technique.
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I am trying this out and using the DotweenPathTransformTo
it works but the documentation says:http://dotween.demigiant.com/documentation.php (http://dotween.demigiant.com/documentation.php)
"Additional options are available via SetOptions and SetLookAt."
The SetLookAt stuff would be required to enable the look ahead feature.
Does anybody have an action for this?
Thanks in advance,
szomaza
edit: the paid actions package seems to have the look at feature:
https://youtu.be/8AhR_Tf6JME?list=PLszfX2HJpT-LmkicqdsQx415XS4A_4xfP&t=142 (https://youtu.be/8AhR_Tf6JME?list=PLszfX2HJpT-LmkicqdsQx415XS4A_4xfP&t=142)
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Both packages allow you to look at either the Rigidbody or the Transform (v3 position).
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Can I include these actions in my project as custom actions folder? I'm gonna sell a project on the asset store.
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Hi.
you can add to actions to your asset if you are not selling the actions (made by someone else)
Also if you do so you will need to maintain them, if they are updated here.
the maintaining is you for your customers to prevent issues and bad reviews :)
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I'm sure I'm missing something very simple, but how can we make a simple ping pong movement with dotween?
Like move 100 units to the right, then move back to it's origin. Simple left-right movement that then can or can not loop. I'm not getting it lol
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Hi.
Maybe Have a look at the playmaker tweens :
https://hutonggames.fogbugz.com/default.asp?W1714
I have been using them a lot and so far actions work great and are simpler to use that dotween