Itween



FibRider.cs

Whatever you do, dont use iTween. Its slow and generates a lot of garbage. I'm primarily using GoKit, but I'm fairly sure any of the others will do just fine. Try out a few of them, see if they suit your style. 5.参照Itween,一行代码播放各种动画 6.更加方便的动画播放完毕回调 7.支持多种重复模式YoYo,reset等 8.支持延时播放动画 9.支持忽略TimeScale等多种播放方式 10.支持自定义传参函数. 特效系统 1.提供各种预设特效,开发简单快捷. スクリプトでテクスチャ座標を動かす MaterialがもつSetTextureOffsetを使ってテクスチャをスクロールする方法です。 この方法では、スクロールするテクスチャのWarp Modeを「Repeat」に設定します。 また、Texture Typeが「Sprite」だと正しく動作しないので注意です。テクスチャの設定ができたら、Plane.

Unity Console Log

from PixelPlacement

One of the most frequent problems I see people have with iTween is with callbacks that don’t fire.

At it’s core iTween leverages Unity’s SendMessage method for carrying out it’s 3 callbacks: “onStart”, “onUpdate” and “onComplete”. When you add an iTween to a GameObject, iTween will throw all callbacks against the GameObject that is being animated. Where most people have difficulties is when they assign iTweens to GameObjects that don’t physically contain the methods they are attempting to call.

For example, the following code with never execute the “ShakeComplete” method because the “target” GameObject does not have a script attachted to it containing this method:

There’s 2 ways to correct the previous script. The long route: create another script, attach it to our actual “target” GameObject and transfer the “ShakeComplete” method to that new script. The easy route: utilize iTween’s callback “target modifiers”!

Each of iTween’s 3 callbacks have an additional “target modifier” that can be used to tell iTween to look somewhere else for the callback method: “onStartTarget”, “onUpdateTarget” and “onCompleteTarget”.

The following corrected script will now fire the “onComplete” callback since we are now using “onCompleteTarget” to tell iTween that the “ShakeComplete” method is located on the GameObject that actually set up the iTween:

The PlayMaker Edge

Easy To Understand

Itween Tutorial

Itween

Other visual scripting tools simply expose the Unity API (written for programmers) and C# language (programming) as thousands of nodes. If you already know how to code you can probably build what you need, but it's a huge learning curve for non-programmers!


PlayMaker takes a higher level approach, offering an intuitive structure with States, Actions and Events to quickly build behaviors. This actually empowers non-programmers to create without having to become programmers themselves.

Production Ready

PlayMaker has been used in dozens of shipped products including Hearthstone, INSIDE, Hollow Knight, The First Tree, Dreamfall Chapters, Firewatch and more. We've worked with AAA studios to solo indie developers to make sure PlayMaker meets their needs on every platform.

Unity

Itween Vs Dotween


For example, INSIDE plays as a continuous experience with no loading screens, so new content has to load and run seamlessly. We worked with Playdead to ensure that PlayMaker met their performance requirements, and then passed those improvements on to every PlayMaker user.

Performance

Itween Documentation

Other visual scripting solutions use delegates or reflection calls for every single node in the graph. Even simple behaviors need many nodes. This quickly adds up to a heavy hit on performance!


PlayMaker actions are C# scripts like any other script in your project. Calling them is quick and efficient. You also need fewer actions to do the same work as dozens of nodes in other visual scripting tools.

Ecosystem

PlayMaker has an active user community with admins and power users online to answer your questions. The Ecosystem Browser provides easy access to a constantly growing collection of custom actions, tutorials, samples, templates etc.


Dotween Itween

Many third party assets have PlayMaker support, with easy to use Actions so you don't have to figure out APIs written for programmers.