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A Unity C# animation engine. HOTween v2

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My animation is basicly shows the valid words user found in order. My method does this: if (showWordsSequence.IsPlaying()) { showWordsSequence.Append(group.transform.DOScale(1f, 0.6f)); showWordsSequence.AppendInterval(0.2f); showWordsSequence.Append(group.transform.DOScale(0f, 0.6f)); showWordsSequence.Append(DOVirtual.DelayedCall(0.2f,() => Destroy(group.gameObject))); } else {...

If you have a sequence with a callback that kicks off another sequence. Calling ManualUpdate can result in an exception in TweenManager breaking the DoTween engine. Attach the below script...

When using DoTweenPath component and enabling "Local Movement", it always moves relative to world position, not local position: So my object always ends up at world 0,0, instead under parent,...

We would like to use dotween package as a dependency for our package but missing the latest release on github. Unity asks for the git dependencies version in a manifest.json...

This is a repost/revision of closed issue #347 because it was closed prematurely. I have updated my explanation with a simpler example that shows there is clearly a bug in...

bug
resolved

When exiting Play Mode, DOTween destroys itself in OnDestroy, as expected: ``` DOTWEEN ► REPORT ► Max overall simultaneous active Tweeners/Sequences: 4/7 UnityEngine.Debug:Log(Object) DG.Tweening.Core.Debugger:LogReport(Object) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__DOTween/_DOTween.Assembly/DOTween/Core/Debugger.cs:73) DG.Tweening.Core.DOTweenComponent:OnDestroy() (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__DOTween/_DOTween.Assembly/DOTween/Core/DOTweenComponent.cs:132) ```...

Use case being standalone servers. DOTween is a great library and would be very nice to be able to use it for our server project.

If you create a Tween and then try to play it backwards it doesn't work ``` C# DOTween.defaultAutoKill = false; _openLevelPanel = levelPanel.transform.DOLocalRotate(new Vector3(0, 180, 0), 1).From().Pause(); _openLevelPanel.Complete(); // This...

invalid

Dozens of errors are printed into console when exiting play mode. I have no idea why, I cannot trace it, as I am using tweens across dozens of places across...

Can onStart in Tween be public? Is there good reason why this is not the case? It would seem consistent this way with other tween callbacks. Currently line with public...