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DOTween (HOTween v2), a Unity tween engine

Discussion in 'Assets and Asset Store' started by Izitmee, Aug 5, 2014.

  1. Stexe

    Stexe

    Joined:
    Feb 2, 2014
    Posts:
    158
    It doesn't overwrite or override anything. It is along side it in the Plugins folder. It is standard convention to have all third party assets that aren't art assets in the Plugins folder anyway.
     
  2. FreyaBlackthorn

    FreyaBlackthorn

    Joined:
    Jul 3, 2019
    Posts:
    7
    Ok I am still pretty new to unity as although I signed up in 2019 I've only been practicing/learning unity for about 4 or 5 months now, maybe I'm misunderstanding how this all works but if you see the image if I already have a plugins folder or other folder by the same name when I go to install another asset it gives me the warning and will overwrite the folder if installed?
     

    Attached Files:

  3. Stexe

    Stexe

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    Feb 2, 2014
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    This isn't based on Unity, it is based on Folder structure on modern computers. And it shouldn't be telling you that it is overriding / overwriting anything, just saying that the folder already exists so it is modifying the existing one instead of adding a new one.

    Do a test -- does it actually override / overwrite anything?
     
    FreyaBlackthorn likes this.
  4. FuguFirecracker

    FuguFirecracker

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    Sep 20, 2011
    Posts:
    289
     
  5. cygnusprojects

    cygnusprojects

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    Mar 13, 2011
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    Hi @FreyaBlackthorn,
    What you are seeing in the screen capture you provided is indeed a exclamation on the Plugin-folder a it is already used by other assets. However everything that is marked with a green New will be added to the folder so it will not override any of the files and folders already in there. If you would see 2 arrows as an icon beside a file or folder that would indicate those would be overriden by the import.
    Hope this clarifies the meaning of the icons during import of a package, I'm sure this is somewhere documented by Unity as well.
     
    FreyaBlackthorn likes this.
  6. FreyaBlackthorn

    FreyaBlackthorn

    Joined:
    Jul 3, 2019
    Posts:
    7
    Thank you, ah ok I get it now I thought that the plugin folder in the new asset would overwrite the one currently in the project adding the new items inside but deleting the old, I see now that it just adds the new assets items inside the plugin folder to the projects current plugin folder alongside the current items rather than overwriting them :)
     
  7. Stexe

    Stexe

    Joined:
    Feb 2, 2014
    Posts:
    158
    I recommend setting up a version control software, like GitHub, so you can revert and rollback any changes as needed in case you do have problems in the future.
     
    FreyaBlackthorn likes this.
  8. FreyaBlackthorn

    FreyaBlackthorn

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    Jul 3, 2019
    Posts:
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    Thank you I will do that
     
  9. Morphus74

    Morphus74

    Joined:
    Jun 12, 2018
    Posts:
    28
    Anyone experience issue with ChangeEndValue and ChangeValue with Unity 2020?
    I've try contacting DemiGiant twice over the last 2 weeks, and never go an answer, which is quite unusual
     
  10. Crouching-Tuna

    Crouching-Tuna

    Joined:
    Apr 4, 2014
    Posts:
    57
    edit:
    NEVERMIND!! Updating fixed everything!
    Sorry!

    Hi all
    I have a very weird problem
    Basically, i edit some code, then save(compiles), enter editor Play mode, and the tween works normally, multiple times too
    Then i exit, enter Play mode again, and then now the tween doesnt work, and OnComplete doesn't get called
    I have to recompile again (even a // that does nothing) to make the tween work again (only for 1 playmode session)

    I thought it's a problem related to material instance being wrong or whatever. But i also tried the non tween approach (the SetColor that's commented in both Start and Destroy), and it works just fine in first and every play mode afterwards, like normal

    So, it's a problem with tween's DoFade

    I'm not sure what else to try to debug this..

    Cheers

    Code (CSharp):
    1.  
    2.     public override void StartEffect()
    3.     {
    4.         m_material = targetRenderer.sharedMaterial;
    5.         Debug.Log("Start: " + m_material.DOKill());
    6.  
    7.         Debug.Log("StartEffect " + m_material.name + tweenIn);
    8.         //m_material.SetColor(materialProperty, new Color(1, 1, 1, 1));
    9.         m_material.DOFade(1f, materialProperty, 1f).OnComplete(() =>
    10.         {
    11.             Debug.Log("Complete Start " + m_material.name);
    12.         });
    13.     }
    14.  
    15.     public override IEnumerator DestroyCo()
    16.     {
    17.         Debug.Log("Destroy: " + m_material.DOKill());
    18.  
    19.         //m_material.SetColor(materialProperty, new Color(1, 1, 1, 0));
    20.         tween = m_material.DOFade(0.1f, materialProperty, 1f).OnComplete(() =>
    21.         {
    22.             Debug.Log(m_material.name);
    23.             Destroy(gameObject);
    24.         });
    25.      
    26.         yield return null;
    27.     }
    28.  
     
    Last edited: Sep 4, 2020
  11. jGate99

    jGate99

    Joined:
    Oct 22, 2013
    Posts:
    1,167
    Hi @Izitmee

    I want to use Sequences in an optimized way, but i dont see any methods for that.

    For example, on Awake i want to create a sequence object then append/insert in it and WAIT until i need it, i need a method like Stop() so it doesnt auto play;

    Then when i actually need to start, it i need to Reset it to default state in case its already running (like Killing). and then Start. So i couldnt find any method that does this?

    Please advise
     
  12. Rainland

    Rainland

    Joined:
    Sep 3, 2020
    Posts:
    2
    hello! I need some help.
    I am using DoText() to show a text content, but it became more and more slowly while showing the last words of a sentence, Although the total time seems to be correct.
    How can I fix it?
     
    Last edited: Sep 11, 2020
  13. flashframe

    flashframe

    Joined:
    Feb 10, 2015
    Posts:
    430
    Are you using a linear ease?

    Code (CSharp):
    1. .SetEase(Ease.Linear)
     
    Rainland likes this.
  14. OneFireFly

    OneFireFly

    Joined:
    Nov 1, 2015
    Posts:
    2
    I found a strange bug in DOTween PRO where the Animation script overlaps with other elements
    found in Unity 2019.4.10f1 and 2019.4.9f1
    upload_2020-9-11_20-19-22.png

    Steps to reproduce:
    - Install DOTweenPro v1.0.244
    - Create a 3D cube
    - add the DOTween Animation script
    - Press "Play All on GameObject" or "Play All in Scene"

    Hope it gets fixed. Thanks for your effort :)
     
  15. Rainland

    Rainland

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    Sep 3, 2020
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    2
    thanks, perfect!
     
    flashframe likes this.
  16. jGate99

    jGate99

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    Oct 22, 2013
    Posts:
    1,167
    Hi
    Is using sequences better than using tweens seperately?
     
  17. monsterrungame

    monsterrungame

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    Sep 27, 2019
    Posts:
    9
    Hi, while using From method on any mobile devices an animated object doesn't finish at desired position. Animation stopping at random position.
     
  18. castor76

    castor76

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    Dec 5, 2011
    Posts:
    1,865
    I think I have found that kill method doesnt seem to sometimes actually kill the tween...

    If I have OnComplete callback assigned and play the tween and then kill it before it completes, the callback sometimes gets called anyway...

    This is observable especially if I link it to say a keyboard input and rapidly press the key to kill the tween and then play again, the callback is supposed to be called only once for the latest tween but it does twice in different timing. I have reference to the tween that I created and the kills it just before creating the same tween on the same reference.

    Is this bug? Or expected behavior or am i mssing something?
     
  19. castor76

    castor76

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    Dec 5, 2011
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    I did some more experiments and it seems like there is a bug in the Dotween kill system.

    If I do :

    DoTween.Kill(reference, false);\

    it still calls onCompelte

    But if I do :

    reference.Kill(false);

    it does not call the onComplete.
     
  20. IceTrooper

    IceTrooper

    Joined:
    Jul 19, 2015
    Posts:
    24
    DOTween Path component doesn't work? I don't see any waypoint and CTRL+SHIFT also doesn't create any.
    Unity 2019.4.11f1 with dark mode. Gizmos are turned on (I checked it). I created Waypoints from component list in Inspector and even then I don't see them.

    BTW: Is this forum still active? I see many questions asked before and any reply.
     
    Menion-Leah likes this.
  21. Crouching-Tuna

    Crouching-Tuna

    Joined:
    Apr 4, 2014
    Posts:
    57
    I don't seem to have rigidbody.DOMove. The Physics module is already enabled and all
    Am i missing something?
    On 1.2.420, Unity 2019.4.0f1
     
  22. AL_W

    AL_W

    Joined:
    Jan 25, 2016
    Posts:
    330
    Hi guys,

    I have a question about performance.

    Is it ok if I leave this running the entire length of a play session?
    Thanks for the help

    Code (CSharp):
    1.         gameObject.transform.DOLocalMove(10, 2).SetEase(Ease.Linear).SetLoops(-1, LoopType.Yoyo);
    2.  
     
  23. flashframe

    flashframe

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    Feb 10, 2015
    Posts:
    430
    You might be better off contacting @demigiant on Twitter.

    If you've got multiple inspector windows open, it could be that. Try closing all the windows except one.
     
  24. cloud02468

    cloud02468

    Joined:
    Oct 7, 2020
    Posts:
    1
    Hi all,

    I am using Dotween free version, how can i move position waypoint in scene ?
     
  25. epicageofgamers

    epicageofgamers

    Joined:
    Jun 19, 2020
    Posts:
    1
    Hi
    I am using DOTween.Play("BombBlast"); for bomb scale animation if bomb collided to enemy.. but all bombs in my game are blasting by this id.. how can i play animation on collided bomb only?
     
  26. Kamyker

    Kamyker

    Joined:
    May 14, 2013
    Posts:
    481
    Could you start compiling DOTween dlls targeting Net Standard 2.0? I see currently it's Framework 3.5 that won't be compatible with possible future Net5/Net Core Unity.

    NET Portability Analyzer shows 100% compatibility with net standard.
     
    jGate99 likes this.
  27. jGate99

    jGate99

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    Oct 22, 2013
    Posts:
    1,167
    unfortunately this forum thread is abandoned by the plugin author.
     
  28. radoar

    radoar

    Joined:
    Sep 7, 2019
    Posts:
    1
    Hi.
    Application.logMessageReceived += HandleException;
    ...
    transform.DOScale(transform.localScale / 2, 1).OnComplete(() => { int u = 0; int i = 1 / u; });
    doesn't catch exceptions.
    what am I doing wrong ?
     
  29. Menion-Leah

    Menion-Leah

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    Nov 5, 2014
    Posts:
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    Any luck with that? I'm experiencing the same exact issue, Unity 2019.4.10f1
     
  30. flashframe

    flashframe

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    Feb 10, 2015
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    430
    If you've got multiple inspector windows open, it could be that. Try closing all the windows except one.
     
  31. AlanGreyjoy

    AlanGreyjoy

    Joined:
    Jul 25, 2014
    Posts:
    174
    Code (CSharp):
    1. private void PlayWobble()
    2.         {
    3.             Debug.Log("Play wobble?");
    4.             transform.DOShakeScale(
    5.                 1f,
    6.                 1f,
    7.                 1,
    8.                 1f,
    9.                 true
    10.             );
    11.         }
    Nothing is happening... What am I doing wrong?
     
  32. AlanGreyjoy

    AlanGreyjoy

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    Jul 25, 2014
    Posts:
    174
    Seriously? I just bought this thing... this is why I never buy assets.
     
  33. Menion-Leah

    Menion-Leah

    Joined:
    Nov 5, 2014
    Posts:
    115
    Thanks, but I already noticed that suggestion and nope, it's not my case.
     
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