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A Unity C# animation engine. HOTween v2

Results 131 dotween issues
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Hi, this might be more of a problem than an issue. As I am working on a game involving thousands of bullets moving on screen, I need to recycle bullets...

enhancement

Hello, It would be great to have an optional onBounce callback parameter for DOJump that would be called in between multiple jumps. Some simple use cases would be playing a...

Hey, I use the code below to allow users skip animations. ``` var tw = transform.DOLocalMove(new Vector3(), 10); tw.OnStart(() => Debug.Log("Started")); tw.OnComplete(() => Debug.Log("Completed")); tw.OnUpdate(() => { if (Input.GetMouseButtonDown(0)) tw.Complete(true);...

Sequences stop execution entirely without throwing an exception/warning when they reach a tween that was mistakenly created on a null object. Here's a simple repro: ``` SpriteRenderer nullRenderer = null;...

```c# void Update() { if (Input.GetKeyDown(KeyCode.E)) { // blackTrans is a cube Tween t = blackTrans.DOMove(new Vector3(5, 5, 5), 2) .SetDelay(5) .OnStart(TweenStart) .OnComplete(TweenComplete) .OnUpdate(TweenUpdate); Sequence seq = DOTween.Sequence(); seq.Append(t) .PrependInterval(5)...

Hey! I've been having a blast developing my game with DoTween. I just came across an issue that I believe is caused by internal DoTween code. When increasing an ulong...

I'm trying to get an object to follow a moving target using the animation component but the DOTweenAnimation only loops between the original position the target object was at. I...

Versions: Unity 2019.4.13f1 and DOTween v1.2.420 Bug: The fadeSecquence below does not call onComplete (FadeComplete) 100% of the time. Reproduce: Instantiate a new GameObject with the component below and let...

I'm trying to achieve this: ``` using DG.Tweening; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class Menu : MonoBehaviour { [SerializeField] private List menuButtons = new List(); [SerializeField] protected float...

hi, i'm working on a webgl app and i'm waiting for a task to complete, that looks like this ``` ` _characterMove = _character.transform.DOMoveX( _points[0].x, 2.0f ); await _characterMove.AsyncWaitForCompletion();` ```...