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The main issues with tweening is that it's limitations prevent it from being used in more complex games. Should look into a way to do visual movement that is not directly tied to the movement keywords…
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just as the title says, is there a way to do repeats, but not make multiple tweens that talk to each other
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Code that failed:
```c#
SpriteRenderer[] sprites;
private void TweenMethod()
{
tween = DOTween.Sequence();
for (int i = 0; i < sprites.Length; i++)
{
tween.Join(DOTween.T…
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Because state changes in React components can be asynchronous, the plugin has to track a proxy for the component state so that multiple tweens can act in between component updates.
But, because the c…
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Chaining multiple tweens, so each one starts after the previous one finished is currently quite fiddly - you basically have to start a new tween from the old one's onComplete handler - not very conven…
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```
What steps will reproduce the problem?
I don't know the exact steps to reproduce the bug
but in my case i have just tried to do 6 tweens and then
again 6 tweens on the same objects interpolating t…
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```
What steps will reproduce the problem?
I don't know the exact steps to reproduce the bug
but in my case i have just tried to do 6 tweens and then
again 6 tweens on the same objects interpolating t…
-
```
What steps will reproduce the problem?
I don't know the exact steps to reproduce the bug
but in my case i have just tried to do 6 tweens and then
again 6 tweens on the same objects interpolating t…
-
```
What steps will reproduce the problem?
I don't know the exact steps to reproduce the bug
but in my case i have just tried to do 6 tweens and then
again 6 tweens on the same objects interpolating t…
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Currently, SpringTo enforces "one spring per property" which allows the last SpringTo destination to be honored at any time.
Should we do the same for tweens? See discussion in http://codereview.cc/D…