What steps will reproduce the problem?
1. Create a Game Object with a Child
2. Add a repeating tween to the child
3. Run game, deactivate child object while tween is running
4. execute iTween.Stop(ParentGo, true)
What is the expected output? What do you see instead?
I would expect tweens on inactive objects to be stopped as well, unless there
are no side effects?
Original issue reported on code.google.com by ch...@sync-io.net on 26 Jul 2012 at 1:16
Original issue reported on code.google.com by
ch...@sync-io.net
on 26 Jul 2012 at 1:16