-
-
```
Hi,
Did you ever think to have tweens with a constant velocity instead of constant
time?
I suppose that will be difficult using ease or way points, but just linear
tweens will be very useful.
…
-
```
Hi,
Did you ever think to have tweens with a constant velocity instead of constant
time?
I suppose that will be difficult using ease or way points, but just linear
tweens will be very useful.
…
-
```
Hi,
Did you ever think to have tweens with a constant velocity instead of constant
time?
I suppose that will be difficult using ease or way points, but just linear
tweens will be very useful.
…
-
```
Hi,
Did you ever think to have tweens with a constant velocity instead of constant
time?
I suppose that will be difficult using ease or way points, but just linear
tweens will be very useful.
…
-
When loading into a new scene (which uses a Tween to fade UI components), Tweens in the new scene act super strange...
At the moment, a workaround is to call `DOTween.Clear(true)` OnComplete of cert…
-
**Describe the bug**
If your camera is centred on 1000,1000 and you want it to go to 1100,2000 for example, the x and y tweens don't happen evenly across the length of the tween. i.e. rather than the…
-
```
What steps will reproduce the problem?
1. Create twoo LoopTyped iTween.MoveTo
2. execute a iTween.Stop() to stop all then
3. Only one stops
What is the expected output? What do you see instead?
E…
-
```
What steps will reproduce the problem?
1. Create hotween sequences on some gameobject/transform
2. Play the sequence
3. Kill/Orphan the sequences before the tween has completed.
4. Attempt to HOTw…
-
```
The 'ticker' object does not unregister itself from ENTER_FRAME events after
all tweens have
completed or been destroyed. Optimal behaviour would be to only register for
ENTER_FRAME
events whe…