Daniele Giardini
Daniele Giardini
I just tried doing the same on a UI Toggle and again everything works :O I'm thinking it might be related to the UI being randomly broken in Unity 2019.1...
Ahoy, and sorry for the delay. That is actually by design, and if you want to subscribe to a specific DOTweenAnimation/DOTweenPath events at runtime you should instead use the tween...
@RedHatJef OnComplete should be called even with 0 duration tweens. Can you write me the code so I can replicate it exactly?
Ahoy, Sequences can't contain tweens with a custom SetUpdate (but you can add that to the main Sequence, since that's what controls the update of all nested tweens). If you...
Ahoy, By default safe mode catches are kept silent, but you can change the level of log reporting in DOTween Utility Panel's Preferences and set it to warnings too
Hi, This issue arose recently. That happens because DOTween's ID allows to use any object type as an ID, and thus requires an equals to verify if it's correct. I'm...
Hey, Wanna try [this new version](http://dotween.demigiant.com/tmp/DOTween_1_1_650)? SetId has the same API, but if you pass a string or int ID it stores the ID as string/int instead of objects, so...
I'm not sure of what you mean :P If you have the tween reference, then you can directly call all methods on it, like `myTween.Kill/Play/Pause/etc`, and it will skip the...
@builder-main Ahoy! Absolutely! Killing based on an object reference comparison is the most expensive way. Keeping a tween reference and killing it directly is the best way with no overhead....
Yay! Personally I do the same and always kill by direct tween references, though sometimes I use int ids for UI tweens so I can quickly kill all tweens except...