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Everything posted by Ringo

  1. I'm actually not sure. I'm not very experience with unity yet.
  2. GSAP is easily the best tween solution for any language I've ever used. And now I find myself having to work more and more with Unity and I miss my GSAP. Will we see it ported in the future?
  3. I love it, Diaco! My current code is way less elegant than that. Thank you!
  4. Thanks for the reply Diaco, but it's not exactly what I'm after. I was hoping to have something like this: var tw = TweenMax.to(target, 10, {x:100}); tw.valuesAt(2);// {target:target, x:10} tw.valuesAt(5);// {target:target, x:50} tw.valuesAt(8);// {target:target, x:90} I need to be able to read the values without reconstructing the tween. Right now I fear I have to use .time() to set the target's value, then read them, then return .time() to what it was. All before I update my canvas. Which feels bulky. But I'll do that for now.
  5. For example: I want to place some objects on the path of the tween for a graphical effects. So I'll tween a target with x=0 to x=100, over 1 second. And then I want to read the X value at multiple different times, say at 0.2, 0.4, 0.6 and 0.8 seconds. Is there a way to simply go: tween.read(.2) and have it return {x:20} or something like that? I know I can use time() on the tween, then read the value, and the return the playhead to the original time, but that seems cumbersome.