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Question How to make a tmpro text tween using Lean tween.value

Discussion in 'Scripting' started by Myst1cS04p, Nov 18, 2022.

  1. Myst1cS04p

    Myst1cS04p

    Joined:
    Oct 10, 2022
    Posts:
    17
    Hi I need some help I have a Text Mesh Pro text object and I found out that LeanTween.Color doesnt work for Text Mesh Pro so instead I tried to use

    Code (CSharp):
    1. LeanTween.value(speedText.gameObject, new Color(0, 255, 0), new Color(255, 0, 0), 2f).setOnUpdate((Color val) => { Debug.LogWarning(val); speedText.color = val; }).setEaseInOutCubic();
    but all it does is log the val and instead of changing the color to val it instead keeps the color on RGB(191, 0, 1) which is so weird! Although the console it shows a perfect progression of val.

    I tried changing the color vals, when i did "new Color(0, 255, 0), new Color(255, 0, 0)" it kept the color to RGB(1, 191, 0). When i did "new Color(0, 255, 0), new Color(65, 0, 0)" surprisingly it kept the color at RGB(1, 191, 0). And when i did "new Color(0, 2, 0), new Color(2, 0, 0)" it STILL kept it at RGB(1, 191, 0)
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,689
    Oh my goodness, don't write code like that!!

    If you have more than one or two dots (.) in a single statement, you're just being mean to yourself.

    How to break down hairy lines of code:

    http://plbm.com/?p=248

    Break it up, practice social distancing in your code, one thing per line please.

    "Programming is hard enough without making it harder for ourselves." - angrypenguin on Unity3D forums

    "Combining a bunch of stuff into one line always feels satisfying, but it's always a PITA to debug." - StarManta on the Unity3D forums

    To debug this, first fix that horrible long line of code, and also make the delegate into an actual function so you can debug it.

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    When in doubt, print it out!(tm)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.

    You may wish to review the documentation for that class!
     
    Myst1cS04p likes this.
  3. Brathnann

    Brathnann

    Joined:
    Aug 12, 2014
    Posts:
    7,187
    Kurt makes a lot of good points, so do read over those.
    The quick answer is you're using the wrong values. Color uses a value from 0-1. So, if you want to figure out your values, you need to take the value you want and divide that by 255.

    But in your case, you want 255/255, so you just need a value of 1. So, (1,0,0) for example should fix your problem. I'm guessing Leantween doesn't calculate that value for you and just tweens between them.

    And, if you look at the document on color, you will see what I mean.
    https://docs.unity3d.com/ScriptReference/Color.html
     
    Myst1cS04p likes this.
  4. Myst1cS04p

    Myst1cS04p

    Joined:
    Oct 10, 2022
    Posts:
    17
    Thanks a lot Brathnann
     
  5. Myst1cS04p

    Myst1cS04p

    Joined:
    Oct 10, 2022
    Posts:
    17
    I have an exam so i will read this later but tysm for taking the time to write this for me