Playmaker Forum

PlayMaker Updates & Downloads => Share New Actions => Topic started by: jeanfabre on September 18, 2012, 07:07:38 AM

Title: HOTween playmaker custom actions
Post by: jeanfabre on September 18, 2012, 07:07:38 AM
Hi everyone,

 Ok, I reached a point where the custom actions I made for Hotween are worth checking now :)

 so download this package attached to this thread, and give it at go, you'll find two major part:

-- Fsm variable tweening. You can tween any Fsm variables with a series of HOTween actions ( EVEN STRINGS!!). you'll find a working example in the test scene under "fsm value tweening test"

-- the custom action hotweenPlayById. this is one relies on the HOTween visual editor ( that you can download on the following site: http://www.holoville.com/hotween/ (http://www.holoville.com/hotween/) )

 It works by referencing a hotween you created using the visual editor, this then allows you to build the tween you want without effort, and you simply reference it by it's id.

WARNING, you need to download the hotween pacakge from the website, for some reason the asset store version is not up to date:

http://www.holoville.com/hotween/ (http://www.holoville.com/hotween/)

 Any questions, feel free to ask. It's still very early, so don't hesitate to comment on what you would like it to work, etc etc.

bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: Nezabyte on September 19, 2012, 11:19:57 PM
Thanks for this! We decided to check out HOTween and are always happy to see available actions to use for Playmaker. Will try them out.
Title: Re: HOTween playmaker custom actions
Post by: Sjones on September 25, 2012, 09:55:25 AM
thanks, this looks like a really useful add on!
Title: Re: HOTween playmaker custom actions
Post by: nick_h82 on December 20, 2012, 04:53:57 AM
Hi Jean,

Thanks for these actions, I've already implemented a float ease to good effect.

I've been attempting to have a craft that travels through different triggers, which in turn update a global variable describing 'wind' strength (float) and direction (vector3). When the craft opens a sail, it then turns into the active wind direction, stored as a vector 3, and has a force applied in the local z direction. The force application is working fine, but I'm having trouble with the attached vector 3 ease.

Note that the actions shown are part of a transition state, which then transfers to a state that is simply setting rotation and force every frame.

The global variable named WindRotationActive is ever-changing, so I'm intended to ease into it from a snapshot of the vector the craft is at on entering the state. However in practice the craft stays facing the initial vector, before snapping around to the WindRotationActive in the next state. Just wondering if I'm making any glaring errors in setup. Note that the next action is simply setting rotation to LocalCraftRotation.

I also tried to store the result as a separate vector, and set that in the following action. However in this case the craft would behave as above for some vectors, or turn to the WindRotationActive immediately on entering the transition state for others.

Edit: I realise 'relative' should be false and Loop Count -1 . I was experimenting at this point!
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on December 21, 2012, 03:56:05 AM
Hi,

I would try to store the result in a different variable ( or store the starting point in a different variable), it may be the problem,

 Bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: nick_h82 on December 21, 2012, 05:33:21 AM
Hi Jean, spoke to the programmers at work, and someone suggested I refactor to have a visual representation track a moving rigidbody with smoothFollow- this works beautifully and feels more natural.

Will keep the float ease to help apply thrust more smoothly.

Thanks for the help!
Title: Re: HOTween playmaker custom actions
Post by: SeanC on February 20, 2013, 03:17:13 PM
Hi all,

Thanks for adding these Jean!

Im not sure if maybe Im just not using these correctly, but I'm trying to do something simple and getting unexpected results:

When the player hits a key, I transition to a different state where I have a "Hotween Float" action which simply interpolates between 2 numbers. When it completes, it returns to the first state. No problem.
However, no matter how I set up the tween, when I hit the key again and return to the second state, the calculation does not run again and I get stuck in that state.

It seems like there is no way to reset the tween on exit or enter. Is that something I'm missing or perhaps something we could get added?

Thanks!
Sean
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on March 01, 2013, 12:47:08 AM
Hi,

 indeed, I can repro this, I am not sure I messed up there. I found the source of the problem, but I need to test more to validate why in the first place I went this way...

basically, you need to delete line 75 of script "PlayMakerHOTweenUtils" OR you need to reset the fsm variable you store the result to the start value.

 I will address this shortly and provide a new package.

bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: ramones on March 06, 2013, 05:57:46 PM
Hi!,

Thanks a lot for this package. I'm a Hotween lover, so I will greatly benefit from it.

Did you manage to resolver that issue SeanC stated?

Thanks in advance.
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on March 07, 2013, 01:20:55 PM
Hm, i am trying to use the "Hotween Play By ID" Action, but it doesn't work.

(http://www.kingpic.net/uploads/bildschirmfoto_2013-03-07_um_19_18_26.png)

Getting a Warning:
Quote
Heart_01 : FSM : State 1 : HotweenPlayById : HOTween  not found

The ID in the Hotween Editor is Test and the same Name i wrote in the PM-Action.
Any ideas?
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on March 15, 2013, 03:49:22 PM
No ideas on this?
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on March 18, 2013, 02:27:50 AM
Hi,

 ok, please redownload from this thread, I have updated hotween with the latest version. Unfortunatly, the target feature is removed cause the api method IW as using has been removed, so your tween ids have to be unique, I can't filter tweens by target anymore, but I guess this is ok.

 Also, the fixed for result not being reseted on restart is now effective as well.

 if you found issues, let me know, setting up hotween to work as expected can be quite involving, but so far I can achieve what I want.

bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on March 18, 2013, 04:52:20 AM
Thank you very much jeanfabre, it works now! I'm working with the visual Editor of HOTween, so i just will need the "Play by ID"-Action; so long it's working, everything is fine :P
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on March 18, 2013, 08:50:20 AM
Hey there.

Well it isn't a big problem, i just wanted to mention it.

When i play by an ID, it works now fine.

For example, if i have my First Hotween-State:

- Move Object A from A to B.   It does so.

After this one is FINISHED the Second State comes in:

- Move from C from D to E.

The Thing is it kind of happens simultaneous. It doesn't wait, till the Action completed, meaning, the second State doesn't wait till Object A has reached point B, it starts the State2-Action when the First State-Action started.

I made a Workaround with various "Wait"-Actions, but it seems that isn't a nice solution at all.

By comparison, the iTween-Actions waited till each Action is completed entirely, than they start the next State after finishing.

Did i missed something?
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on March 18, 2013, 08:53:18 AM
Hi,

 yes, you can use the events specified in the action to wait for the tween to finish before transiting to another state. the key here is to have one tween per state

bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on March 18, 2013, 09:09:30 AM
Yes, i am playing one Tween per State!

And in the Fields

Quote
EVENT
Completed:
Failed:

In Completed i chose "FINISHED", but it still works in that simultaneous way.

Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on March 18, 2013, 09:13:53 AM
Hi,

 yep, cause you should not use FINISH for this, create your own event like "TWEEN DONE" or just "DONE" actually, and use that event. FINISH is a built in event that you should never call manually or have in a state that you expect to last because if one of the action has finished its task it will fire the "FINISHE under the hood, so in your state ONLY have "DONE" event as a transition.

bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on March 18, 2013, 09:27:17 AM
Hm, tried to do that:

(http://www.kingpic.net/uploads/bildschirmfoto_2013-03-18_um_14_26_02.png)

After the action is completed, it stays in that certain state and doesn't go on.
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on March 18, 2013, 09:41:01 AM
Hi,


 I get it, it's because I was expecting that you use a variable for the completed loops counter, and without it I would not fire the completed event.

 I have updated the package, else you simply inject a variable to watch the completed loops for the tween and the completed event will fire when the tween completes

bye,

 Jean

Title: Re: HOTween playmaker custom actions
Post by: Mayhem on March 18, 2013, 09:55:00 AM
Gosh, i totally didn't look out for that field  :-[
Could hit myself for that...

Anyway. Thank you very much, jean! Dammit, i have to learn by myself to write Actions...
Title: Re: HOTween playmaker custom actions
Post by: escpodgames on March 20, 2013, 08:46:07 PM
Hi,

I'm currently looking to move to HOTween (from iTween) and have been trying to animate a pickup to the player as they get within a certain distance. However so far (using HOTween Vector3) whenever the pickup animates to the player, the end point is always the position the player was in when the animation started.

Is there a way using HOTween/playmaker actions to animate the pickup to the player while the player is moving?

Cheers
Andrew
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on March 21, 2013, 12:46:51 AM
Hi,

 tween engines are likely not your solution of choice for such cases where the target is changing over time.

 instead prefer other solutions like "move towards", "smooth follow Action" and other "seeking" behavior that you can implement yourself using "vector3 Lerp" for example, which will give you far better results and actually the expected behavior.

Does this all make sense?

bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: escpodgames on March 21, 2013, 02:01:27 AM
Sure does! Thx jeanfabre
Title: Re: HOTween playmaker custom actions
Post by: ramones on April 08, 2013, 06:11:15 PM
Hi!,

I have been playing today a little with hotween actions and I think I found a bug. The bug comes when using for example the Vector3 tween action. It seems it ignores the Start entry if it is inserted manually (not through a var).

Cheers.
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on April 09, 2013, 03:04:43 AM
Hi,

 I can't repro this, have you download the latest?

 if you can send me a small repro project, I'll have a look.

bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: ramones on April 09, 2013, 04:09:41 AM
Hi!,

I have downloaded last here at playmaker site. I will send you a repro case as soon as I get home.

Thanks for the interest.
Title: Re: HOTween playmaker custom actions
Post by: ramones on April 10, 2013, 12:18:42 PM
Hi!,

Well now I'm really embarrased. I have retested what I commented in the previous post and it is working ok :/. The only thing I did was create a new project and make a little example and it works ok. Sorry for the confussion.

On the other hand, the way I'm using hotween actions is writing the result of the tween to a playmaker variable (called result in the action) and then update every frame the real target with a set property action that updates every frame. Is this the right way to do it?

For a transform.position tween it would be:

1) Create Vector3 temp var in playmaker
2) Setup a tween to write the result to this variable
3) Use a property to write to transform.position of the required object

Could you confirm if this is the best way to do it? I don't like the bridge variable but it seems there's no other option.

Thanks in advance.
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on April 11, 2013, 02:01:15 AM
Hi,

 if you want to use Fsm var, yes, that's right way. Now you can set up a tween on the object itself and trigger the tween using the action "HotweenPlayById" then you rely on hotween all the way in terms fo performances during the tweening.

bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: sebaslive on July 19, 2013, 02:06:38 AM
Hi, is there any chance we can get a Hotween Stop by Id?

I have a loop playing and I would like to enter a new state and tell that loop to reset back to 0 stopping the loop and going to the start of it.

edit: Play Backwards on Play By Id doesn't seem to play it in reverse.

edit2: Also when I reload the scene my FSM that is playing the action becomes disabled and I get this.

NullReferenceException: Object reference not set to an instance of an object
Code: [Select]
Holoville.HOTween.Tweener.Rewind (Boolean p_play, Boolean p_skipDelay) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__HOTween.Assembly/HOTweenV1/Tweener.cs:910)
Holoville.HOTween.Tweener.Rewind (Boolean p_skipDelay) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__HOTween.Assembly/HOTweenV1/Tweener.cs:278)
Holoville.HOTween.Tweener.Rewind () (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__HOTween.Assembly/HOTweenV1/Tweener.cs:267)

If I disable the action to play the HotweenPlayById it works fine when I reload.

Thanks!
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on August 05, 2013, 04:43:45 AM
Hi,

 I have no problem with all this, What version of hotween do you have? If you can pm me some samples for me to check, maybe therer are corner cases.

bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on August 28, 2013, 05:43:32 AM
How can I stop immediately any HOtweens?
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on August 30, 2013, 12:08:55 PM
No Ideas on that?
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on September 10, 2013, 01:10:07 AM
Hi,

 Please have a go at this action attached. Tell me if that's suitable. Else can you precise the type of action you are using that you would like to stop.

 Bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on October 24, 2013, 03:15:02 PM
Hey there:

If I assign an ID to a Tween (with the Visual Editor), for example "Tween1" and use the same ID for another Tween only one will be played when I use the "Play By ID"-Action. Using HOTween by Code ALL the Tweens with that ID are played, not only one. How can make this with PlayMaker?
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on October 26, 2013, 02:14:09 AM
Hi,

 Can you share the code that actually play ALL ID? I'll see how I can make it happen in Unity.

bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on October 26, 2013, 06:24:51 AM
You simply use HOTween's static methods, passing a string id as a parameter, like:

Code: [Select]
HOTween.Play("Tween_Transform");
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on October 26, 2013, 08:45:12 AM
Hi,

 Ok, Can you try that?

Bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on October 26, 2013, 04:55:30 PM
Yes, that did the job, great, thanks! :D
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on October 27, 2013, 03:23:00 AM
But what about the settings?
In the other Action "Hotween Play By ID" I can choose the PlayType, the Start Action and Events.

Is it possible to do that with this new Play-Action?
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on October 27, 2013, 03:34:40 AM
Hi,

 Yes, I'll add it. Come back to me mid week if you haven't heard back.

Bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on October 27, 2013, 03:40:53 AM
Alright, great! Thanks a bunch!
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on October 31, 2013, 07:19:53 AM
Hi,

 ok, I have added start and exit setup, but events can't go in as playing HOTween this way doesn't give you access to feedback so I can't know anything about the current process when you play tween this way.

 If you have a particular need, I would contact the author, maybe there is a trick that I am not aware of, if there is a working sample or script, then I can turn it into a playmaker action or fsm.

bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on October 31, 2013, 09:18:29 AM
Ah, alright. But how am I supposed to determine when the Tween is finished?
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on October 31, 2013, 09:20:34 AM
I also get this error:

Assets/1_MyAssets/SCRIPTS/CUSTOM PLAYMAKER SCRIPTS/HotweenPlay.cs(18,24): error CS0246: The type or namespace name `OnStartAction' could not be found. Are you missing a using directive or an assembly reference?

Edit:

I looked into the script and if I'm not mistaken there is no OnStartAction-enum and no states like RewindIfCompletet, alwaysRewind and so on.

Edit2:

Another error:

Assets/1_MyAssets/SCRIPTS/CUSTOM PLAYMAKER SCRIPTS/HotweenPlayAllTweens.cs(50,36): error CS0103: The name `playType' does not exist in the current context


Edit3:

I desperatly need the Tweens to "Rewind if Complete" in the StartAction!
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on October 31, 2013, 02:51:15 PM
Hi,

 sorry, that was a very bad copy paste action from the other one... :) redownload please.

 -- start actions are not possible in this case, because of the type of call, calling a global "Play" method can not verify if any of the targeted id will need rewinding.

what I can do is give you another action to Rewind globally. Would that do?

bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on October 31, 2013, 03:10:03 PM
How would this global Rewind-Action work?

Would it work like this Action, so I can give an ID and it would rewind all Tweens with the same ID?

When do I have to use the Action in PlayMaker? Immediately after I use this new "Hotween Play"-Action?
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on November 01, 2013, 12:24:34 AM
Hi,

 yes, it would be the same context, tho you would call "Rewind" just before calling "Play" if you want to rewind before playing.

Would that do?

Bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on November 01, 2013, 05:14:01 AM
I think that should do. You're the best :D
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on November 01, 2013, 07:36:34 AM
Hi,

 ok, have a go with this, I also added a Restart and Pause, to complete the available function. I think you actually want Restart after all anyway.

Bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: Mayhem on November 17, 2013, 03:27:22 PM
Is there an action to determine if a Tween with an ID is tweening at the moment?

Edit:

I tried it to do it myself, but that does not work:

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.

using UnityEngine;
using Holoville.HOTween;
using System.Collections.Generic;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory("HOTween")]
[Tooltip("Pauses ALL tweens of a given ID")]
public class HotweenIsTweening: PlayMakerHOTweenAction
{

public FsmString tweenID;

[Tooltip("is the clip playing?")]
[UIHint(UIHint.Variable)]
public FsmBool isPlaying;

[Tooltip("Event to send if the Bool variable is True.")]
public FsmEvent isTrue;

[Tooltip("Event to send if the Bool variable is False.")]
public FsmEvent isFalse;

[Tooltip("Repeat every frame while the state is active.")]
public bool everyFrame;

public override void Reset()
{
isPlaying = null;
isTrue = null;
isFalse = null;
everyFrame = false;

tweenID = null;

}


public override void OnEnter()
{
DoIsPlaying();

if (!everyFrame)
{
Finish();
}
}

public override void OnUpdate()
{
DoIsPlaying();
}

void DoIsPlaying()
{

bool _isPlaying = HOTween.IsTweening(tweenID.Value);
isPlaying.Value = _isPlaying;

if (_isPlaying)
{
Fsm.Event(isTrue);
}else{
Fsm.Event(isFalse);
}


}
}
}

It's always false, even when the Tween is playing :/
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on November 18, 2013, 01:46:45 AM
Hi,

 Can you double check with the author himself? if you can validate that you are doing the right thing first, it's important, then you make it as an action.

 When I face such problems, I take it out of PlayMaker, test with simple behaviors, and when I have it working, I go back to my action within PlayMaker.

 Keep me updated on this and shout if you are getting nowhere.

 Bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: kuolema on March 18, 2014, 01:37:17 AM
Nevermind! It's an incompatible asset that is causing the issue.
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on March 26, 2014, 07:37:17 AM
Hi,

 I double checked with the latest hotween from the asset store and I don't have any issues, can you make sure you are using the latest as well?

bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: FritsLyn on June 18, 2014, 10:03:14 AM
This package could really need some TLC - and to be added to the Ecosystem.
Title: Re: HOTween playmaker custom actions
Post by: FritsLyn on July 02, 2014, 03:22:50 PM
I'm going crazy over this, because of the lack of documentation.. How is "Hotween To" supposed to work?

I know about this:
http://hotween.demigiant.com/documentation.html
But I cannot seam to understand the logic in the PlayMaker Action?!

Example: If I just want to rotate something to 0,0,0 ?

I set:
Target (Game Object to rotate)
Prop Name: I write the string 'rotation'
Duration: I write '10' for 10 seconds

.. but nothing happens!
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on July 10, 2014, 08:01:33 AM
Hi,

 What do you mean by "TLC" ? I can't add packages using asset store packages just yet, as it would create errors if you'd download one without having the required package alread, so I need to come up with a system that would either double check with the user prior downloading that indeed the user has this asset, or best check it automatically and warn/point to the required assets. Indeed quite a difficult feature to implement properly.

The prop Name on "Hotween to" must be public or non static ( as in hotween doc and the tooltip of this action), and in your case, the rotation of a transform is unfortunatly not accessible this way. You should in this case create a hotween component and target the rotation using this component, then you can trigger that tween from PlayMaker.

Bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: FritsLyn on July 11, 2014, 04:14:01 AM
By 'TLC' I mean that since iTween is mostly not something one wants to use, then ATM this is the only real tween option one has with PlayMaker.

THis is in fact one of the most fundamental tools in the box atm. I understand that you guys are drowning in work and new inventions, but this is a basic and fundamental thing.

However there is not any wiki or the like on the use of this very fundamental tool.

This is what I mean by 'TLC'.

Since I cannot use the action as described and there's no documentation on how to use it - it would be great if you gave just 1 example of how it is supposed to be working, just some form of documentation.

I can read the Hotween documentation, but it does not explain how to use this Playmaker action :)

With all respect, you are doing a fantastic job!!
Title: Re: HOTween playmaker custom actions
Post by: jess84 on July 11, 2014, 09:19:22 AM
Also actions to Kill the HOTween tweens are needed. (due to how they actually create gameobjects in the scene)
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on July 16, 2014, 09:12:22 AM
Hi,

 @FritsLyn : Have you had a chance to play with Hotween component to declare the tween properly using hotween only and then trigger it using the action "Hotween play by id"? there is an example on this in the package. This is how you need to do it for transforms.

@jess84: I'll work on this.

 Bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: jess84 on August 01, 2014, 03:46:18 PM
Hi Jean,

Is this on your radar for anytime soon?

It's the killing all tweens action that I'm really looking out for.
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on August 04, 2014, 08:43:13 AM
Hi,

 ok, it's done, can you redownload from the first post on that thread. You have now HotweenKill and HotweenKillById to even choose what hotween to kill as opposed to kill All.

 Bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: jess84 on August 04, 2014, 11:33:23 AM
Thanks Jean! That is awesome.

(I can now quit my scene while tweens are happening, without it breaking my game  :) )
Title: Re: HOTween playmaker custom actions
Post by: kici on September 08, 2014, 08:38:02 PM
fantastic work !!!
Title: Re: HOTween playmaker custom actions
Post by: FritsLyn on October 14, 2014, 04:15:50 PM
I still cannot get my head around how you have made this interface..

Let's say I want to make a prefab that in situation A should set [ROTATION TO 0,180,0] and in situation B set [ROTATION TO 0,0,0]..

How would you do this? I can see several ways it could be done in principle (calling ID, using PlayMaker Action Hotween TO etc), but I cannot manage to make anything work like that :)

I can even make it work via normal C# scripting, yet I'm unable to make the PlayMaker actions work :) ?!?
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on October 21, 2014, 04:27:14 AM
Hi,

Either you set your tween using the Hotween component with the visual editor and then call "Hotween play by id" or you use "HOTween Vector3" and you tween a vector 3 that you then inject in your rotation using "set rotation" for example.

 Bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: FritsLyn on October 21, 2014, 04:37:23 AM
Yes, OK, thanks - so let me rephrase then: How would you use the interface on the attached screen shot - is it possible to show any examples of this at work?

Thanks!
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on October 22, 2014, 02:46:14 AM
Hi,

 Yes. I have attached one. It will animate the FieldOfView of the camera.

1: drop the camera component ( exactly, not just the gameobject, it's like "set property", it targets the component itself).
2: set "fieldOfView" in the PropName
3: set duration to whatever ( 2 on our case)
4: set "Value type" to Fsmfloat
5: set the Float data in the value section to 100.

To get the list of available prop name, you need to study the component api you want to control using Unity script reference.

Nested props may be supported, but you need to enquire to HOTween directly for this.

Bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: FritsLyn on October 28, 2014, 07:06:09 AM
OK, Wow - complex interface with lot's of room for mistakes, but I understand how this must be difficult to do any different, I see what you mean, and it was a great help with the example!

You might want to include that example in the custom actions package - it's hard to understand without an example.

Thank you for doing such an awesome and amazing job always :)

PlayMaker is by far the best supported piece of software in the entire asset store!!
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on November 04, 2014, 02:50:08 AM
Hi,

 Thanks :) Alex indeed applies a very agressive strategy so that you guys get what you need. So keep bumping threads that went off our radar, the task is big indeed!

 As for HOTween, I need to revamp everything, since the coming release of PlayMaker will have a lot of new things helping improving actions and setup for Hotween, and yes I'll include the demos :)

 Bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: kyy921 on January 12, 2015, 08:23:00 AM
Hotween2  , dotween has been released http://dotween.demigiant.com/download.php ,will playmaker support it?
Title: Re: HOTween playmaker custom actions
Post by: FritsLyn on January 12, 2015, 08:26:27 AM
Please see here and vote:

http://hutonggames.com/playmakerforum/index.php?topic=8262.msg43900#msg43900
Title: Re: HOTween playmaker custom actions
Post by: djaydino on May 20, 2015, 08:58:40 AM
just for your information , HOTween seems to have been discontinued it can still be downloaded from the asset store but the website is no more (domain expired)
Title: Re: HOTween playmaker custom actions
Post by: jeanfabre on May 21, 2015, 04:51:48 AM
Hi,

 yeah, but doTween is now available and outperforms hotween ( maybe why the author choose to concentrate on dotween).

 also, check out this thread, it provide initial support for dotween in PlayMaker.

http://hutonggames.com/playmakerforum/index.php?topic=10303.msg48897#msg48897

 Bye,

 Jean
Title: Re: HOTween playmaker custom actions
Post by: FrogP on October 30, 2019, 09:45:53 AM
So I tween was removed (Thats being used in tutorials Ive purchased annoyingly), dotween isnt part of playmaker either, nor found on the addon lists, and this hotween addon which is in the list, takes me to a blank page asking for me to add extensions to chrome.

Here is latest version:
http://hotween.demigiant.com/

Thanks.
Title: Re: HOTween playmaker custom actions
Post by: djaydino on October 30, 2019, 12:56:40 PM
Hi.
You can also use the Playmaker Beta Tweens (https://hutonggames.fogbugz.com/default.asp?W1714)