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Author Topic: DoTween Actions (DOTween v1.1.310)  (Read 46550 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

Groo Gadgets

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Re: DoTween Actions (DOTween v1.1.310)
« Reply #82 on: May 27, 2018, 07:17:07 PM »
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

markmandarin

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Re: DoTween Actions (DOTween v1.1.310)
« Reply #83 on: May 28, 2018, 03:56:02 AM »
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

shochet

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Re: DoTween Actions (DOTween v1.1.310)
« Reply #84 on: May 30, 2018, 08:03:29 PM »
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)

jeanfabre

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Re: DoTween Actions (DOTween v1.1.310)
« Reply #85 on: May 30, 2018, 11:09:25 PM »
Hi,

 ohhh... thanks for this fix!

 Bye,

 Jean

markmandarin

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Re: DoTween Actions (DOTween v1.1.310)
« Reply #86 on: May 31, 2018, 02:03:42 PM »
Updated version:

confused

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Re: DoTween Actions (DOTween v1.1.310)
« Reply #87 on: May 31, 2018, 05:48:56 PM »
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.

Broken Stylus

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Re: DoTween Actions (DOTween v1.1.310)
« Reply #88 on: June 09, 2018, 03:59:42 PM »
Hi,

Got the following error with the latest iteration of the pack, when importing:

Quote
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?

djaydino

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Re: DoTween Actions (DOTween v1.1.310)
« Reply #89 on: June 10, 2018, 07:05:24 AM »
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.