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A Unity C# animation engine. HOTween v2

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Hello, so I'm using an Object pool to manage my Enemy Objects, and whenever an Enemy is died, I'll call the DoScale function on its transform with an OnComplete callback...

Hi! I using Unity2017.1.0p4 and get a error message error CS1929: Type `UnityEngine.Transform' does not contain a member `DOPath' and the best extension method overload `DG.Tweening.ShortcutExtensions.DOPath(this UnityEngine.Rigidbody, UnityEngine.Vector3[], float, DG.Tweening.PathType,...

data needed

Is it possible to use **OnUpdate()** for a fixed amount of time, without any real tweening going on? I think this would look cleaner than most alternatives. ``` IEnumerator _Fooroutine()...

I'm on dotween latest, 1.2.705 For some reason, when I have disabled **Reload Scene** in **Project Settings -> Editor**, DoTween GameObject sometimes breaks and none of the tweens work anymore....

tween.timeScale is real-world(unity3d world) speed? i'm using Simple WayPoint System and DOTween(HOTween v2) in unity3d project. (windows standalone build) DOLocalPath(), DOPath(), tween.SetUpdate(true), Ease.Linear, LoopType.none, is also using. tween.timeScale is set...

I am using **Unity 2019.4.31.f1** and **DoTween Pro 1.0.310.** When I use DoJump on rigidbody 2D, **the X axis movement will go pass the collider**, while the Y axis movement...

When I setup an animation which has another gameobject as its target and then I call these functions (from UnityEvent for example) on the DOTween Animation component they do not...

I've attached the animator to a prefab (inventory item). But when the prefab is instantiated, all items are behaving as one item. I even successfully changed the ID's for each...

I see there is no option in the Pro version to move or scale in one or two axis the way that you can in the non-pro version (DOMoveX/DOMoveY/DOMoveZ). Something...

I'm working with a console where it's common to have the games suspended for weeks, even if you only play occasionally. I'm seeing an issue where my DoTweens get very...