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 callbackyield return myTween.WaitForCompletion(true);
+ /// yield return myTween.WaitForRewind();
+ /// yield return myTween.WaitForKill();
+ /// yield return myTween.WaitForElapsedLoops(2);
+ /// yield return myTween.WaitForPosition(2.5f);
+ /// yield return myTween.WaitForStart();
+ /// await myTween.WaitForCompletion();
+ /// await myTween.AsyncWaitForRewind();
+ /// await myTween.AsyncWaitForKill();
+ /// await myTween.AsyncWaitForElapsedLoops();
+ /// await myTween.AsyncWaitForPosition();
+ /// await myTween.AsyncWaitForKill();
+ /// EXAMPLE:
+ /// DOTweenTMPAnimator animator = new DOTweenTMPAnimator(myTextMeshProTextField);
+ /// Tween tween = animator.DOCharScale(characterIndex, scaleValue, duration);
+ ///
Class attribute
DeGUI.BeginGUI
+ DeGUI.BeginGUI
,
+ and changed at any time by calling DeGUI.ChangePalette
.
+ You can inherit from this class to create custom color palettes with more hColor options.
+ public class VBoxScope : DeScope
+ {
+ public VBoxScope(GUIStyle style)
+ {
+ BeginVBox(style);
+ }
+
+ protected override void CloseScope()
+ {
+ EndVBox();
+ }
+ }
+ Usage:
+ using (new VBoxScope(myStyle) {
+ // Do something
+ }
+ yield new WaitFor
methods because
+ those are Unity runtime, but you can instead use yield null/etc
.yield new WaitForSeconds
because it's not available in-editor).yield return DeEditorCoroutines.WaitForSeconds(1);
+ adbReadFromDirPath = "Plugins/DOTween"
+ file "Assets/Plugins/DOTween/aScript.cs" stored as "aScript.cs"
+ file "Assets/Plugins/DOTween/Subdir/aScript.cs" stored as "Subdir/aScript.cs"
+
+ DeEditorTools
, use DeEditorToolsUtils.FindAllComponentsOfType
+ instead, which is more efficient.
+ GUI.changed
to TRUE if the area is panned, a node is dragged, controlNodes change sorting or are deleted.IMPORTANT:
this list should be part of your serialized class (MonoBehaviour or ScriptableObject),
+ so it will be stored as a reference and modifying one will modify the other.DeGUI.BeginGUI
,
+ and changed at any time by calling DeGUI.ChangePalette
.
+ You can inherit from this class to create custom GUIStyle palettes with more options.
+ Each of the sub-options require a public Init method to initialize the styles, which will be called via Reflection.
+ DeGUI.BeginGUI
.
+ Override when adding new style subclasses.
+ Returns TRUE if the styles were initialized or re-initialized
+ EXAMPLE
+ Rect scrollViewArea = ...;
+ Rect drawArea = scrollViewArea;
+ // Decrease the full drawing area to exclude scrollbars if necessary
+ if (_scrollView.fullContentArea.height > scrollViewArea.height) drawArea = drawArea.Shift(0, 0, -11, 0);
+ // Begin scrollView
+ _scrollView = DeGUI.BeginScrollView(scrollViewArea, _scrollView);
+ // Increase scrollView area correctly (or directly set it with SetFullContentHeight
+ _scrollView.IncreaseContentHeightBy(...)
+ // End
+ DeGUI.EndScrollView();
+
+ serializedObject.Update
+ and serializedObject.ApplyModifiedProperties
+