Astra Child

Transform

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TRANSFORM

DOTWEEN TRANSFORM BLENDABLE LOCAL MOVE BY

Tweens a Transform’s localPosition BY the given value (as if it was set to relative), 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.

GameObject – reference to a gameObject with a Transform Component attached.
By – The value to tween by
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
Snapping – If TRUE the tween will smoothly snap all values to integers.
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. (default
UpdateType.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 TRANSFORM BLENDABLE LOCAL ROTATE BY

Tweens a Transform’s localRotation BY the given value (as if it was set to relative), 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. NOTE: This is an
experimental feature.

GameObject – reference to a gameObject with a Transform Component attached.
By – The value to tween by
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
RotateMode – Rotate Mode
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 TRANSFORM BLENDABLE SCALE BY

Tweens a Transform’s localScale BY the given value (as if it was set to relative), 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.

GameObject – reference to a gameObject with a Transform Component attached.
By – The value to tween by
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 TRANSFORM JUMP

Tweens the target’s position to the given value, while also applying a jump effect along the Y axis. NOTE: Returns a Sequence
instead of a Tweener.

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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
Snapping – If TRUE the tween will smoothly snap all values to integers.
JumpPower – Power of the jump (the max height of the jump is represented by this
plus the final Y offset)
NumJumps – Total number of jumps
Duration – The duration of the tween
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 TRANSFORM LOCAL JUMP

Tweens the target’s localPosition to the given value, while also applying a jump effect along the Y axis. NOTE: Returns a
Sequence instead of a Tweener.

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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
Snapping – If TRUE the tween will smoothly snap all values to integers.
JumpPower – Power of the jump (the max height of the jump is represented by this
plus the final Y offset)
NumJumps – Total number of jumps
Duration – The duration of the tween
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 TRANSFORM LOCAL MOVE

Moves the target’s localPosition to the given value.

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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
Snapping – If TRUE the tween will smoothly snap all values to integers.
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.


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 TRANSFORM LOCAL MOVE X

Moves the target’s localPosition to the given value, tweening only the X axis.

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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
Snapping – If TRUE the tween will smoothly snap all values to integers.
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.


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 TRANSFORM LOCAL MOVE Y

Moves the target’s localPosition to the given value, tweening only the Y axis.

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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
Snapping – If TRUE the tween will smoothly snap all values to integers.
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.


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 TRANSFORM LOCAL MOVE Z

Moves the target’s localPosition to the given value, tweening only the Z axis.

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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
Snapping – If TRUE the tween will smoothly snap all values to integers.
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.


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 TRANSFORM LOCAL PATH

Tweens a Transform’s localPosition through the given path waypoints, using the chosen path algorithm.

GameObject – reference to a gameObject with a Transform Component attached.
Path – The waypoints to go through
PathType – The type of path: Linear (straight path) or CatmullRom (curved
CatmullRom path)
PathMode – The path mode: 3D, side-scroller 2D, top-down 2D
Resolution – The resolution of the path (useless in case of Linear paths): higher
resolutions make for more detailed curved paths but are more expensive. Defaults
to 10, but a value of 5 is usually enough if you don’t have dramatic long curves
between waypoints
GizmoColor – The color of the path (shown when gizmos are active in the Play
panel and the tween is running)
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


SET PATH OPTIONS
ClosePath
– If TRUE the path will be automatically closed
LockPosition – The eventual movement axis to lock.
LockRotation – The eventual rotation axis to lock.


SET LOOK AT OPTIONS
LookAt
– Select the look at target.
LookAtPosition – The position to look at. Orients the target towards the given
position
LookAtTarget – The target to look at. Orients the target towards the given
transform of the GameObject
LookAhead – The lookAhead percentage to use when orienting to the path (0 to 1).
Orients the target to the path with the given lookAhead
SET CUSTOM DIRECTION TO CONSIDER AS ‘FORWARD’
ForwardDirection – The eventual direction to consider as ‘forward’. Default: the
regular forward side of the transform.
SET CUSTOM UP TO CONSIDER WHICH DIRECTION IS ‘UP’
Up – The vector that defines in which direction up is. Default: Vector3.up


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. (default
UpdateType.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 TRANSFORM LOCAL ROTATE

Rotates the target’s localRotation to the given value. Requires a Vector3 end value, not a Quaternion (if you really want to pass a
Quaternion, just convert it using myQuaternion.eulerAngles).

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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
RotateMode – Rotate Mode
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 TRANSFORM LOOK AT GAME OBJECT

Rotates the target so that it will look towards the given GameObject position.

GameObject – reference to a gameObject with a Transform Component attached.
Target – The GameObject to look at
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
AxisConstraint – Eventual axis constraint for the rotation
Up – The vector that defines in which direction up is (default: Vector3.up)
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 TRANSFORM LOOK AT POSITION

Rotates the target so that it will look towards the given position.

GameObject – reference to a gameObject with a Transform Component attached.
Towards – The position to look at
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
AxisConstraint – Eventual axis constraint for the rotation
Up – The vector that defines in which direction up is (default: Vector3.up)
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 TRANSFORM MOVE

Moves the target’s position to the given value.

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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
Snapping – If TRUE the tween will smoothly snap all values to integers
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 TRANSFORM MOVE X

Moves the target’s position to the given value, tweening only the X axis.

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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
Snapping – If TRUE the tween will smoothly snap all values to integers
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 TRANSFORM MOVE Y

Moves the target’s position to the given value, tweening only the Y axis.

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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
Snapping – If TRUE the tween will smoothly snap all values to integers
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 TRANSFORM MOVE Z

Moves the target’s position to the given value, tweening only the Z axis.

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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
Snapping – If TRUE the tween will smoothly snap all values to integers
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 TRANSFORM PATH

Tweens a Transform’s position through the given path waypoints, using the chosen path algorithm.

GameObject – reference to a gameObject with a Transform Component attached.
Path – The waypoints to go through
PathType – The type of path: Linear (straight path) or CatmullRom (curved
CatmullRom path)
PathMode – The path mode: 3D, side-scroller 2D, top-down 2D
Resolution – The resolution of the path (useless in case of Linear paths): higher
resolutions make for more detailed curved paths but are more expensive. Defaults
to 10, but a value of 5 is usually enough if you don’t have dramatic long curves
between waypoints
GizmoColor – The color of the path (shown when gizmos are active in the Play
panel and the tween is running)
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


SET PATH OPTIONS
ClosePath
– If TRUE the path will be automatically closed
LockPosition – The eventual movement axis to lock.
LockRotation – The eventual rotation axis to lock.


SET LOOK AT OPTIONS
LookAt
– Select the look at target.
LookAtPosition – The position to look at. Orients the target towards the given
position
LookAtTarget – The target to look at. Orients the target towards the given
transform of the GameObject
LookAhead – The lookAhead percentage to use when orienting to the path (0 to 1).
Orients the target to the path with the given lookAhead


SET CUSTOM DIRECTION TO CONSIDER AS ‘FORWARD’
ForwardDirection
– The eventual direction to consider as ‘forward’. Default: the
regular forward side of the transform.


SET CUSTOM UP TO CONSIDER WHICH DIRECTION IS ‘UP’
Up
– The vector that defines in which direction up is. Default: Vector3.up


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. (default
UpdateType.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 TRANSFORM PUNCH POSITION

Punches a Transform’s localPosition towards the given direction and then back to the starting one as if it was connected to the
starting position via an elastic.

GameObject – reference to a gameObject with a Transform Component attached.
Punch – The direction and strength of the punch (added to the Transform’s current
position)
Vibrato – Indicates how much will the punch vibrate
Elasticity – Represents how much (0 to 1) the vector will go beyond the starting
position when bouncing backwards. 1 creates a full oscillation between the punch
direction and the opposite direction, while 0 oscillates only between the punch and
the start position
Snapping – If TRUE the tween will smoothly snap all values to integers
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


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. (default
UpdateType.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 TRANSFORM PUNCH ROTATION

Punches a Transform’s localRotation towards the given size and then back to the starting one as if it was connected to the
starting rotation via an elastic.

GameObject – reference to a gameObject with a Transform Component attached.
Punch – The direction and strength of the punch (added to the Transform’s current
position)
Vibrato – Indicates how much will the punch vibrate
Elasticity – Represents how much (0 to 1) the vector will go beyond the starting
position when bouncing backwards. 1 creates a full oscillation between the punch
direction and the opposite direction, while 0 oscillates only between the punch and
the start position
Snapping – If TRUE the tween will smoothly snap all values to integers
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


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. (default
UpdateType.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 TRANSFORM PUNCH SCALE

Punches a Transform’s localScale towards the given size and then back to the starting one as if it was connected to the starting
size via an elastic.

GameObject – reference to a gameObject with a Transform Component attached.
Punch – The direction and strength of the punch (added to the Transform’s current
position)
Vibrato – Indicates how much will the punch vibrate
Elasticity – Represents how much (0 to 1) the vector will go beyond the starting
position when bouncing backwards. 1 creates a full oscillation between the punch
direction and the opposite direction, while 0 oscillates only between the punch and
the start position
Snapping – If TRUE the tween will smoothly snap all values to integers
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


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. (default
UpdateType.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 TRANSFORM ROTATE

Rotates the target to the given value. Requires a Vector3 end value, not a Quaternion (if you really want to pass a Quaternion,
just convert it using myQuaternion.eulerAngles).

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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
RotateMode – Rotate Mode
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. (default
UpdateType.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 TRANSFORM SCALE

Scales the target’s localScale to the given value. Passing a float instead of a Vector3 allows to scale stuff uniformly.

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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. (default
UpdateType.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 TRANSFORM SCALE X

Scales the target’s localScale to the given value while tweening only the X axis.

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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. (default
UpdateType.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 TRANSFORM SCALE Y

Scales the target’s localScale to the given value while tweening only the Y axis.

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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. (default
UpdateType.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 TRANSFORM SCALE Z

Scales the target’s localScale to the given value while tweening only the Z axis.

GameObject – reference to a gameObject with a Transform Component attached.
To – The end value to reach
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. (default
UpdateType.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 TRANSFORM SHAKE POSITION

Shakes a Transform’s localPosition with the given values.

GameObject – reference to a gameObject with a Transform Component attached.
Strength – The shake strength on each axis
Vibrato – Indicates how much will the shake vibrate
Randomness – 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.
Snapping – If TRUE the tween will smoothly snap all values to integers
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


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. (default
UpdateType.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 TRANSFORM SHAKE ROTATION

Shakes a Transform’s localRotation with the given values.

GameObject – reference to a gameObject with a Transform Component attached.
Strength – The shake strength on each axis
Vibrato – Indicates how much will the shake vibrate
Randomness – 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.
Snapping – If TRUE the tween will smoothly snap all values to integers
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


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. (default
UpdateType.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 TRANSFORM SHAKE SCALE

Shakes a Transform’s localScale with the given values.

GameObject – reference to a gameObject with a Transform Component attached.
Strength – The shake strength on each axis
Vibrato – Indicates how much will the shake vibrate
Randomness – 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.
Snapping – If TRUE the tween will smoothly snap all values to integers
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


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. (default
UpdateType.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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