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Author Topic: iTween stop and waitforseconds  (Read 4933 times)

jeanfabre

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iTween stop and waitforseconds
« on: July 28, 2011, 08:42:58 AM »
Hi,

 I am facing the issue mentioned in the iTween stop help:

Quote
Please note that as a result of how Unity threads some operations you may need to insert an arbitrary (though short) pause after a Stop call before adding a new iTween by using WaitForSeconds().

So in one state I stop iTween, and then I start new a new iTween, what happens is the new iTween gets created before the stop call is issued... nothing happens as a result.

currently my fix is to implement a 0.1 delay in the event following the stop and it seems to work, but it's difficult to say how it will perform on lower framerates.

does anyone experiences something similar in playmaker?


Bye,

 Jean

qholmes

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Re: iTween stop and waitforseconds
« Reply #1 on: July 28, 2011, 12:08:50 PM »
I had a similar issue when i was getting state number information from an EZ gui control. It was because i was using both the input information as well as the value information so they did not update at the same time.. so i used a delay but then i rewrote it to just trigger off of the value change and i found that that was more reliable and i could remove the delay... Not what you are doing but just incase it works for food for thought.

Q