DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);
+ DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);
+ Unity's Time.timeScale * DOTween.timeScale * tween.timeScale
DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale
DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale
bool
and accept two parameters:LogType
: the type of Unity log that DOTween is trying to logobject
: the log message that DOTween wants to logdebugMode
and useSafeMode
are TRUESetCapacity
to this method, to directly set the max starting size of Tweeners and Sequences:DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20);
+ .OnKill(()=> myTweenReference = null)
+ SetRecyclable(bool recyclable)
()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ Get()
method
+ you'll need to call to assign the correct plugin in the correct way, like this:
+ CustomPlugin.Get()
()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ The axis to tween
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end value to reachThe tween's duration
+ To(MyMethod, 0, 12, 0.5f);
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The direction and strength of the punch
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+ 1 creates a full oscillation between the direction and the opposite decaying direction,
+ while 0 oscillates only between the starting position and the decaying direction
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction and behave like a random punch.
+ If TRUE only shakes on the X Y axis (looks better with things like cameras).
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ Randomness mode
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction and behave like a random punch.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ Randomness mode
+ ()=> myProperty
+ A setter for the field or property to tween
+ x=> myProperty = x
+ The end values to reach for each segment. This array must have the same length as durations
+ The duration of each segment. This array must have the same length as endValues
+ transform.DOMoveX(45, 1); // transform is automatically added as the tween target
DOTween.IsTweening(transform); // Returns true
OnUpdate
or you will overwrite the onVirtualUpdate parameter
+ OnUpdate
or you will overwrite the onVirtualUpdate parameter
+ OnUpdate
or you will overwrite the onVirtualUpdate parameter
+ OnUpdate
or you will overwrite the onVirtualUpdate parameter
+ OnUpdate
or you will overwrite the onVirtualUpdate parameter
+ EXPERIMENTAL:
Curved path (which uses Cubic Bezier curves, where each point requires two extra control points)yield return myTween.WaitForCompletion();
+ yield return myTween.WaitForRewind();
+ yield return myTween.WaitForKill();
+ yield return myTween.WaitForElapsedLoops(2);
+ yield return myTween.WaitForPosition(2.5f);
+ yield return myTween.WaitForStart();
+ OnKill
callback like this:
+ .OnKill(()=> myTweenReference = null)
Vector3.zero
if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.
+ A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
+ You can force a path to be initialized by calling myTween.ForceInit()
.
+ NULL
if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.
+ A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
+ You can force a path to be initialized by calling myTween.ForceInit()
.
+ myTween.ForceInit()
.
+ aspect
to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operationsfarClipPlane
to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operationsfieldOfView
to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operationsnearClipPlane
to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operationsorthographicSize
to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operationspixelRect
to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operationsrect
to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operationsEXPERIMENTAL
Tweens a Transform's rotation so that it will look towards the given world position,
+ while also updating the lookAt position every frame
+ (contrary to SetRelative
),
+ in a way that allows other DOBlendableMove tweens to work together on the same target,
+ instead than fight each other as multiple DOMove would do.
+ Also stores the transform as the tween's target so it can be used for filtered operationsSetRelative
),
+ in a way that allows other DOBlendableMove tweens to work together on the same target,
+ instead than fight each other as multiple DOMove would do.
+ Also stores the transform as the tween's target so it can be used for filtered operationsSetRelative
),
+ in a way that allows other DOBlendableRotate tweens to work together on the same target,
+ instead than fight each other as multiple DORotate would do.
+ Also stores the transform as the tween's target so it can be used for filtered operationsSetRelative
),
+ in a way that allows other DOBlendableRotate tweens to work together on the same target,
+ instead than fight each other as multiple DORotate would do.
+ Also stores the transform as the tween's target so it can be used for filtered operationsSetRelative
),
+ in a way that allows other DOBlendableScale tweens to work together on the same target,
+ instead than fight each other as multiple DOScale would do.
+ Also stores the transform as the tween's target so it can be used for filtered operationsmyTween.SetAs(myTweenParms)
SetId
instead.Rewind
or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callbackstartValue + endValue
instead than being used directly).
+ Has no effect
if the tween has already started or if it's added to a SequenceHas no effect
if the tween has already started or if it's added to a SequenceHas no effect
if the tween is added to a SequenceSetTarget
)
+ Has no effect
if the tween is added to a SequenceSetTarget
)
+ The behaviour to use (SetId
instead.Has no effect
if the tween has already started or if it's added to a SequenceHas no effect
if the tween has already started or if it's added to a SequenceonStart
callback for the tween, clearing any previous onStart
callback that was set.
+ Called the first time the tween is set in a playing state, after any eventual delayonPlay
callback for the tween, clearing any previous onPlay
callback that was set.
+ Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused stateonPause
callback for the tween, clearing any previous onPause
callback that was set.
+ Called when the tween state changes from playing to paused.
+ If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.onRewind
callback for the tween, clearing any previous onRewind
callback that was set.
+ Called when the tween is rewinded,
+ either by calling Rewind
or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callbackonUpdate
callback for the tween, clearing any previous onUpdate
callback that was set.
+ Called each time the tween updatesonStepComplete
callback for the tween, clearing any previous onStepComplete
callback that was set.
+ Called the moment the tween completes one loop cycle, even when going backwardsonComplete
callback for the tween, clearing any previous onComplete
callback that was set.
+ Called the moment the tween reaches its final forward position, loops includedonKill
callback for the tween, clearing any previous onKill
callback that was set.
+ Called the moment the tween is killedonWaypointChange
callback for the tween, clearing any previous onWaypointChange
callback that was set.
+ Called when a path tween's current waypoint changestarget
will not be changedstartValue + endValue
instead than being used directly).
+ startValue + endValue
instead than being used directly).
+ DOPath
shortcut)DOPath
shortcut)DOPath
shortcut).
+ Orients the target towards the given position.
+ Must be chained directly to the tween creation method or to a SetOptions
DOPath
shortcut).
+ Orients the target towards the given position with options to keep the Z rotation stable.
+ Must be chained directly to the tween creation method or to a SetOptions
DOPath
shortcut).
+ Orients the target towards another transform.
+ Must be chained directly to the tween creation method or to a SetOptions
DOPath
shortcut).
+ Orients the target towards another transform with options to keep the Z rotation stable.
+ Must be chained directly to the tween creation method or to a SetOptions
DOPath
shortcut).
+ Orients the target to the path, with the given lookAhead.
+ Must be chained directly to the tween creation method or to a SetOptions
DOPath
shortcut).
+ Orients the path with options to keep the Z rotation stable.
+ Must be chained directly to the tween creation method or to a SetOptions
Rewind
or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback!LKeGiC11
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