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Author Topic: Tween Actions BETA  (Read 1412 times)

Alex Chouls

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Tween Actions BETA
« on: April 23, 2019, 02:47:54 PM »
Download a beta version of the new Tween Actions here:
https://hutonggames.fogbugz.com/f/page?W1714

Please post any bugs and feedback to this thread :)

Roadmap:

- Tween Lookat and Tween Shake
- Tween Property (similar to Get/Set Property)
- Make sure Tween Position works properly with RigidBody
- Bullet-proof "Offscreen" options in Tween UI Position
- Clean up scene gizmos.
- Path editing.

« Last Edit: April 25, 2019, 07:35:56 AM by Alex Chouls »

markmandarin

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Re: Tween Actions BETA
« Reply #1 on: April 24, 2019, 04:34:58 AM »
Just checked, no bugs detected, yet.
Very nice visualization of easing.
I just missed iTweenMoveUpdate, iTweenLookTo, iTweenLookUpdate.

Alex Chouls

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Re: Tween Actions BETA
« Reply #2 on: April 24, 2019, 09:03:19 AM »
Can you remind me how iTweenMoveUpdate worked? Or what you would use it for? Thanks!

Groo Gadgets

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Re: Tween Actions BETA
« Reply #3 on: April 26, 2019, 12:13:44 AM »
Wow excellent, can't wait to try these out! The first thing I always install after PlayMaker is DoTween so this will be great going into the future.

One request I have that would set this apart from all other tweening solutions is:
Would it be possible to choose the start and end ease types separately?

E.g. It would be great if you could select the "easeIn" as sine and the "easeOut" as elastic. Pretty sure no other tweening solution lets you do this!

Cheers,

Simon

markmandarin

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Re: Tween Actions BETA
« Reply #4 on: April 27, 2019, 07:26:31 AM »
Can you remind me how iTweenMoveUpdate worked? Or what you would use it for? Thanks!

For instance when you want to attach the position movement with LookAt option of GameObjectB to the GameObjectA.

https://imgur.com/4kSCUPY

cel

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Re: Tween Actions BETA
« Reply #5 on: July 25, 2019, 12:15:17 PM »
Seem to work great, maybe we could have a tween play, pause and stop?

Broken Stylus

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Re: Tween Actions BETA
« Reply #6 on: August 30, 2019, 06:01:55 AM »
Not sure if it belongs here but as part of my own project, I started a test at random and there's this action, UI Graphic Cross Fade Color, that does a tween.
I tried a simple FSM, one single state, four copies of this action to tween from red, blue and green and back to white.
Action sequence, duration 2s. Looping on itself. No way this would get me the infinite loop.
I expected each action to jump to the next one after the duration.
But nope. What happens is like the 'finish immediately' function in DoTween actions: the action is considered finished within the same frame and the tween has a life of its own. In other words, its duration is irrelevant to how long the action will stay active.
I think it should be useful if this implied 'finish immediately' could be controlled by a bool.