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Animate Values

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ANIMATE VALUES

DOTWEEN ANIMATE COLOR

Animates a color variable to a target value.

GameObject – reference to a gameObject
Variable – The variable you want to animate
To – The end value you want to animate to
SetRelative – If setRelative is TRUE sets the tween as relative (the endValue will be calculated as startValue + endValue instead of being used directly). In case of Sequences, sets all the nested tweens as relative. IMPORTANT: Has no effect on Reverse Options, since in that case you directly choose if the tween isRelative or not in the settings below
Duration – The duration of the tween
SetSpeedBased – If isSpeedBased is TRUE sets the tween as speed based (the duration will represent the number of units/degrees the tween moves x second).
NOTE: if you want your speed to be constant, also set the ease to Ease.Linear.
StartDelay – Set a delayed startup for the tween


REVERSE OPTIONS
PlayInReverse
– Changes a TO tween into a FROM tween: sets the current target’s startValue as the tween’s endValue then immediately sends the target to the previously set endValue.
SetReverseRelative – If TRUE the FROM value will be calculated as relative to the current one


EVENTS
StartEvent – Playmaker Event to trigger when the tween starts
FinishEvent – Playmaker Event to trigger when the tween ends
FinishImmediately – If TRUE this action will finish immediately, if FALSE it will finish when the tween is complete.


TWEEN ID
TweenIdType
– Select the source for the tween ID
StringAsId – Use a String as the tween ID
TagAsId – Use a Tag as the tween ID


EASE SETTINGS
SelectedEase
– Select the source for the ease (ease type or animation curve)
EaseType – Sets the ease of the tween. If applied to a Sequence instead of a
Tweener, the ease will be applied to the whole Sequence as if it was a single
animated timeline.Sequences always have Ease.Linear by default, independently of the global default ease settings.
AnimationCurve – Set custom animation curve for the tween


LOOP SETTINGS
Loops
– Number of loops. Setting loops to -1 will make the tween loop infinitely.
LoopType – Sets the looping options (Restart, Yoyo, Incremental) for the tween.


SPECIAL SETTINGS
AutoKillOnCompletion
– If autoKillOnCompletion is set to TRUE the tween will be killed as soon as it completes, otherwise it will stay in memory and you’ll be able to reuse it. (default TRUE)
Recyclable – Sets the recycling behaviour for the tween. If you don’t set it then the default value (set either via DOTween.Init or DOTween.defaultRecyclable) will be used. (default FALSE)
UpdateType – Sets the type of update (Normal, Late or Fixed) for the tween and eventually tells it to ignore Unity’s timeScale. UpdateType.Normal: Updates every frame during Update calls. UpdateType.Late: Updates every frame during LateUpdate calls. UpdateType.Fixed: Updates using FixedUpdate calls. (defaultUpdateType.Normal)
IsIndependentUpdate – If TRUE the tween will ignore Unity’s Time.timeScale.
NOTE: independentUpdate works also with UpdateType.Fixed but is not
recommended in that case (because at timeScale 0 FixedUpdate won’t run).
(default FALSE)


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is
attached to, the FSM name and the State name that issued this action.

DOTWEEN ANIMATE FLOAT

Animates a color variable to a target value.

GameObject – reference to a gameObject
Variable – The variable you want to animate
To – The end value you want to animate to
SetRelative – If setRelative is TRUE sets the tween as relative (the endValue will be calculated as startValue + endValue instead of being used directly). In case of Sequences, sets all the nested tweens as relative. IMPORTANT: Has no effect on Reverse Options, since in that case you directly choose if the tween isRelative or not in the settings below
Duration – The duration of the tween
SetSpeedBased – If isSpeedBased is TRUE sets the tween as speed based (the duration will represent the number of units/degrees the tween moves x second).
NOTE: if you want your speed to be constant, also set the ease to Ease.Linear.
StartDelay – Set a delayed startup for the tween


REVERSE OPTIONS
PlayInReverse
– Changes a TO tween into a FROM tween: sets the current target’s startValue as the tween’s endValue then immediately sends the target to the previously set endValue.
SetReverseRelative – If TRUE the FROM value will be calculated as relative to the current one


EVENTS
StartEvent – Playmaker Event to trigger when the tween starts
FinishEvent – Playmaker Event to trigger when the tween ends
FinishImmediately – If TRUE this action will finish immediately, if FALSE it will finish when the tween is complete.


TWEEN ID
TweenIdType
– Select the source for the tween ID
StringAsId – Use a String as the tween ID
TagAsId – Use a Tag as the tween ID


EASE SETTINGS
SelectedEase
– Select the source for the ease (ease type or animation curve)
EaseType – Sets the ease of the tween. If applied to a Sequence instead of a
Tweener, the ease will be applied to the whole Sequence as if it was a single
animated timeline.Sequences always have Ease.Linear by default, independently of the global default ease settings.
AnimationCurve – Set custom animation curve for the tween


LOOP SETTINGS
Loops
– Number of loops. Setting loops to -1 will make the tween loop infinitely.
LoopType – Sets the looping options (Restart, Yoyo, Incremental) for the tween.


SPECIAL SETTINGS
AutoKillOnCompletion
– If autoKillOnCompletion is set to TRUE the tween will be killed as soon as it completes, otherwise it will stay in memory and you’ll be able to reuse it. (default TRUE)
Recyclable – Sets the recycling behaviour for the tween. If you don’t set it then the default value (set either via DOTween.Init or DOTween.defaultRecyclable) will be used. (default FALSE)
UpdateType – Sets the type of update (Normal, Late or Fixed) for the tween and eventually tells it to ignore Unity’s timeScale. UpdateType.Normal: Updates every frame during Update calls. UpdateType.Late: Updates every frame during LateUpdate calls. UpdateType.Fixed: Updates using FixedUpdate calls. (defaultUpdateType.Normal)
IsIndependentUpdate – If TRUE the tween will ignore Unity’s Time.timeScale.
NOTE: independentUpdate works also with UpdateType.Fixed but is not
recommended in that case (because at timeScale 0 FixedUpdate won’t run).
(default FALSE)


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is
attached to, the FSM name and the State name that issued this action.

DOTWEEN ANIMATE INT

Animated an int variable to a target value.

GameObject – reference to a gameObject
Variable – The variable you want to animate
To – The end value you want to animate to
SetRelative – If setRelative is TRUE sets the tween as relative (the endValue will be calculated as startValue + endValue instead of being used directly). In case of Sequences, sets all the nested tweens as relative. IMPORTANT: Has no effect on Reverse Options, since in that case you directly choose if the tween isRelative or not in the settings below
Duration – The duration of the tween
SetSpeedBased – If isSpeedBased is TRUE sets the tween as speed based (the duration will represent the number of units/degrees the tween moves x second).
NOTE: if you want your speed to be constant, also set the ease to Ease.Linear.
StartDelay – Set a delayed startup for the tween


REVERSE OPTIONS
PlayInReverse
– Changes a TO tween into a FROM tween: sets the current target’s startValue as the tween’s endValue then immediately sends the target to the previously set endValue.
SetReverseRelative – If TRUE the FROM value will be calculated as relative to the current one


EVENTS
StartEvent – Playmaker Event to trigger when the tween starts
FinishEvent – Playmaker Event to trigger when the tween ends
FinishImmediately – If TRUE this action will finish immediately, if FALSE it will finish when the tween is complete.


TWEEN ID
TweenIdType
– Select the source for the tween ID
StringAsId – Use a String as the tween ID
TagAsId – Use a Tag as the tween ID


EASE SETTINGS
SelectedEase
– Select the source for the ease (ease type or animation curve)
EaseType – Sets the ease of the tween. If applied to a Sequence instead of a
Tweener, the ease will be applied to the whole Sequence as if it was a single
animated timeline.Sequences always have Ease.Linear by default, independently of the global default ease settings.
AnimationCurve – Set custom animation curve for the tween


LOOP SETTINGS
Loops
– Number of loops. Setting loops to -1 will make the tween loop infinitely.
LoopType – Sets the looping options (Restart, Yoyo, Incremental) for the tween.


SPECIAL SETTINGS
AutoKillOnCompletion
– If autoKillOnCompletion is set to TRUE the tween will be killed as soon as it completes, otherwise it will stay in memory and you’ll be able to reuse it. (default TRUE)
Recyclable – Sets the recycling behaviour for the tween. If you don’t set it then the default value (set either via DOTween.Init or DOTween.defaultRecyclable) will be used. (default FALSE)
UpdateType – Sets the type of update (Normal, Late or Fixed) for the tween and eventually tells it to ignore Unity’s timeScale. UpdateType.Normal: Updates every frame during Update calls. UpdateType.Late: Updates every frame during LateUpdate calls. UpdateType.Fixed: Updates using FixedUpdate calls. (defaultUpdateType.Normal)
IsIndependentUpdate – If TRUE the tween will ignore Unity’s Time.timeScale.
NOTE: independentUpdate works also with UpdateType.Fixed but is not
recommended in that case (because at timeScale 0 FixedUpdate won’t run).
(default FALSE)


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is
attached to, the FSM name and the State name that issued this action.

DOTWEEN ANIMATE RECT

Animates a rect variable to a target value

GameObject – reference to a gameObject
Variable – The variable you want to animate
To – The end value you want to animate to
SetRelative – If setRelative is TRUE sets the tween as relative (the endValue will be calculated as startValue + endValue instead of being used directly). In case of Sequences, sets all the nested tweens as relative. IMPORTANT: Has no effect on Reverse Options, since in that case you directly choose if the tween isRelative or not in the settings below
Duration – The duration of the tween
SetSpeedBased – If isSpeedBased is TRUE sets the tween as speed based (the duration will represent the number of units/degrees the tween moves x second).
NOTE: if you want your speed to be constant, also set the ease to Ease.Linear.
StartDelay – Set a delayed startup for the tween


REVERSE OPTIONS
PlayInReverse
– Changes a TO tween into a FROM tween: sets the current target’s startValue as the tween’s endValue then immediately sends the target to the previously set endValue.
SetReverseRelative – If TRUE the FROM value will be calculated as relative to the current one


EVENTS
StartEvent – Playmaker Event to trigger when the tween starts
FinishEvent – Playmaker Event to trigger when the tween ends
FinishImmediately – If TRUE this action will finish immediately, if FALSE it will finish when the tween is complete.


TWEEN ID
TweenIdType
– Select the source for the tween ID
StringAsId – Use a String as the tween ID
TagAsId – Use a Tag as the tween ID


EASE SETTINGS
SelectedEase
– Select the source for the ease (ease type or animation curve)
EaseType – Sets the ease of the tween. If applied to a Sequence instead of a
Tweener, the ease will be applied to the whole Sequence as if it was a single
animated timeline.Sequences always have Ease.Linear by default, independently of the global default ease settings.
AnimationCurve – Set custom animation curve for the tween


LOOP SETTINGS
Loops
– Number of loops. Setting loops to -1 will make the tween loop infinitely.
LoopType – Sets the looping options (Restart, Yoyo, Incremental) for the tween.


SPECIAL SETTINGS
AutoKillOnCompletion
– If autoKillOnCompletion is set to TRUE the tween will be killed as soon as it completes, otherwise it will stay in memory and you’ll be able to reuse it. (default TRUE)
Recyclable – Sets the recycling behaviour for the tween. If you don’t set it then the default value (set either via DOTween.Init or DOTween.defaultRecyclable) will be used. (default FALSE)
UpdateType – Sets the type of update (Normal, Late or Fixed) for the tween and eventually tells it to ignore Unity’s timeScale. UpdateType.Normal: Updates every frame during Update calls. UpdateType.Late: Updates every frame during LateUpdate calls. UpdateType.Fixed: Updates using FixedUpdate calls. (defaultUpdateType.Normal)
IsIndependentUpdate – If TRUE the tween will ignore Unity’s Time.timeScale.
NOTE: independentUpdate works also with UpdateType.Fixed but is not
recommended in that case (because at timeScale 0 FixedUpdate won’t run).
(default FALSE)


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is
attached to, the FSM name and the State name that issued this action.

DOTWEEN ANIMATE STRING

Animates a string variable to a target value.

GameObject – reference to a gameObject
Variable – The variable you want to animate
To – The end value you want to animate to
SetRelative – If setRelative is TRUE sets the tween as relative (the endValue will be calculated as startValue + endValue instead of being used directly). In case of Sequences, sets all the nested tweens as relative. IMPORTANT: Has no effect on Reverse Options, since in that case you directly choose if the tween isRelative or not in the settings below
Duration – The duration of the tween
SetSpeedBased – If isSpeedBased is TRUE sets the tween as speed based (the duration will represent the number of units/degrees the tween moves x second).
NOTE: if you want your speed to be constant, also set the ease to Ease.Linear.
StartDelay – Set a delayed startup for the tween


REVERSE OPTIONS
PlayInReverse
– Changes a TO tween into a FROM tween: sets the current target’s startValue as the tween’s endValue then immediately sends the target to the previously set endValue.
SetReverseRelative – If TRUE the FROM value will be calculated as relative to the current one


EVENTS
StartEvent – Playmaker Event to trigger when the tween starts
FinishEvent – Playmaker Event to trigger when the tween ends
FinishImmediately – If TRUE this action will finish immediately, if FALSE it will finish when the tween is complete.


TWEEN ID
TweenIdType
– Select the source for the tween ID
StringAsId – Use a String as the tween ID
TagAsId – Use a Tag as the tween ID


EASE SETTINGS
SelectedEase
– Select the source for the ease (ease type or animation curve)
EaseType – Sets the ease of the tween. If applied to a Sequence instead of a
Tweener, the ease will be applied to the whole Sequence as if it was a single
animated timeline.Sequences always have Ease.Linear by default, independently of the global default ease settings.
AnimationCurve – Set custom animation curve for the tween


LOOP SETTINGS
Loops
– Number of loops. Setting loops to -1 will make the tween loop infinitely.
LoopType – Sets the looping options (Restart, Yoyo, Incremental) for the tween.


SPECIAL SETTINGS
AutoKillOnCompletion
– If autoKillOnCompletion is set to TRUE the tween will be killed as soon as it completes, otherwise it will stay in memory and you’ll be able to reuse it. (default TRUE)
Recyclable – Sets the recycling behaviour for the tween. If you don’t set it then the default value (set either via DOTween.Init or DOTween.defaultRecyclable) will be used. (default FALSE)
UpdateType – Sets the type of update (Normal, Late or Fixed) for the tween and eventually tells it to ignore Unity’s timeScale. UpdateType.Normal: Updates every frame during Update calls. UpdateType.Late: Updates every frame during LateUpdate calls. UpdateType.Fixed: Updates using FixedUpdate calls. (defaultUpdateType.Normal)
IsIndependentUpdate – If TRUE the tween will ignore Unity’s Time.timeScale.
NOTE: independentUpdate works also with UpdateType.Fixed but is not
recommended in that case (because at timeScale 0 FixedUpdate won’t run).
(default FALSE)


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is
attached to, the FSM name and the State name that issued this action.

DOTWEEN ANIMATE VECTOR2

Animates a vector2 variable to a target value.

GameObject – reference to a gameObject
Variable – The variable you want to animate
To – The end value you want to animate to
SetRelative – If setRelative is TRUE sets the tween as relative (the endValue will be calculated as startValue + endValue instead of being used directly). In case of Sequences, sets all the nested tweens as relative. IMPORTANT: Has no effect on Reverse Options, since in that case you directly choose if the tween isRelative or not in the settings below
Duration – The duration of the tween
SetSpeedBased – If isSpeedBased is TRUE sets the tween as speed based (the duration will represent the number of units/degrees the tween moves x second).
NOTE: if you want your speed to be constant, also set the ease to Ease.Linear.
StartDelay – Set a delayed startup for the tween


REVERSE OPTIONS
PlayInReverse
– Changes a TO tween into a FROM tween: sets the current target’s startValue as the tween’s endValue then immediately sends the target to the previously set endValue.
SetReverseRelative – If TRUE the FROM value will be calculated as relative to the current one


EVENTS
StartEvent – Playmaker Event to trigger when the tween starts
FinishEvent – Playmaker Event to trigger when the tween ends
FinishImmediately – If TRUE this action will finish immediately, if FALSE it will finish when the tween is complete.


TWEEN ID
TweenIdType
– Select the source for the tween ID
StringAsId – Use a String as the tween ID
TagAsId – Use a Tag as the tween ID


EASE SETTINGS
SelectedEase
– Select the source for the ease (ease type or animation curve)
EaseType – Sets the ease of the tween. If applied to a Sequence instead of a
Tweener, the ease will be applied to the whole Sequence as if it was a single
animated timeline.Sequences always have Ease.Linear by default, independently of the global default ease settings.
AnimationCurve – Set custom animation curve for the tween


LOOP SETTINGS
Loops
– Number of loops. Setting loops to -1 will make the tween loop infinitely.
LoopType – Sets the looping options (Restart, Yoyo, Incremental) for the tween.


SPECIAL SETTINGS
AutoKillOnCompletion
– If autoKillOnCompletion is set to TRUE the tween will be killed as soon as it completes, otherwise it will stay in memory and you’ll be able to reuse it. (default TRUE)
Recyclable – Sets the recycling behaviour for the tween. If you don’t set it then the default value (set either via DOTween.Init or DOTween.defaultRecyclable) will be used. (default FALSE)
UpdateType – Sets the type of update (Normal, Late or Fixed) for the tween and eventually tells it to ignore Unity’s timeScale. UpdateType.Normal: Updates every frame during Update calls. UpdateType.Late: Updates every frame during LateUpdate calls. UpdateType.Fixed: Updates using FixedUpdate calls. (defaultUpdateType.Normal)
IsIndependentUpdate – If TRUE the tween will ignore Unity’s Time.timeScale.
NOTE: independentUpdate works also with UpdateType.Fixed but is not
recommended in that case (because at timeScale 0 FixedUpdate won’t run).
(default FALSE)


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is
attached to, the FSM name and the State name that issued this action.

DOTWEEN ANIMATE VECTOR3

Animates a vector3 variable to a target value.

GameObject – reference to a gameObject
Variable – The variable you want to animate
To – The end value you want to animate to
SetRelative – If setRelative is TRUE sets the tween as relative (the endValue will be calculated as startValue + endValue instead of being used directly). In case of Sequences, sets all the nested tweens as relative. IMPORTANT: Has no effect on Reverse Options, since in that case you directly choose if the tween isRelative or not in the settings below
Duration – The duration of the tween
SetSpeedBased – If isSpeedBased is TRUE sets the tween as speed based (the duration will represent the number of units/degrees the tween moves x second).
NOTE: if you want your speed to be constant, also set the ease to Ease.Linear.
StartDelay – Set a delayed startup for the tween


REVERSE OPTIONS
PlayInReverse
– Changes a TO tween into a FROM tween: sets the current target’s startValue as the tween’s endValue then immediately sends the target to the previously set endValue.
SetReverseRelative – If TRUE the FROM value will be calculated as relative to the current one


EVENTS
StartEvent – Playmaker Event to trigger when the tween starts
FinishEvent – Playmaker Event to trigger when the tween ends
FinishImmediately – If TRUE this action will finish immediately, if FALSE it will finish when the tween is complete.


TWEEN ID
TweenIdType
– Select the source for the tween ID
StringAsId – Use a String as the tween ID
TagAsId – Use a Tag as the tween ID


EASE SETTINGS
SelectedEase
– Select the source for the ease (ease type or animation curve)
EaseType – Sets the ease of the tween. If applied to a Sequence instead of a
Tweener, the ease will be applied to the whole Sequence as if it was a single
animated timeline.Sequences always have Ease.Linear by default, independently of the global default ease settings.
AnimationCurve – Set custom animation curve for the tween


LOOP SETTINGS
Loops
– Number of loops. Setting loops to -1 will make the tween loop infinitely.
LoopType – Sets the looping options (Restart, Yoyo, Incremental) for the tween.


SPECIAL SETTINGS
AutoKillOnCompletion
– If autoKillOnCompletion is set to TRUE the tween will be killed as soon as it completes, otherwise it will stay in memory and you’ll be able to reuse it. (default TRUE)
Recyclable – Sets the recycling behaviour for the tween. If you don’t set it then the default value (set either via DOTween.Init or DOTween.defaultRecyclable) will be used. (default FALSE)
UpdateType – Sets the type of update (Normal, Late or Fixed) for the tween and eventually tells it to ignore Unity’s timeScale. UpdateType.Normal: Updates every frame during Update calls. UpdateType.Late: Updates every frame during LateUpdate calls. UpdateType.Fixed: Updates using FixedUpdate calls. (defaultUpdateType.Normal)
IsIndependentUpdate – If TRUE the tween will ignore Unity’s Time.timeScale.
NOTE: independentUpdate works also with UpdateType.Fixed but is not
recommended in that case (because at timeScale 0 FixedUpdate won’t run).
(default FALSE)


DEBUG OPTIONS
DebugThis
– Will print in the Debug.Log, the gameObject name this FSM is
attached to, the FSM name and the State name that issued this action.

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