Author Topic: Issues with TweenAlpha on iOS  (Read 2477 times)

Gazza_N

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Issues with TweenAlpha on iOS
« on: August 17, 2015, 01:21:06 PM »
Hi thar!

I'm hoping you can help me with a particularly niggly issue I'm having. I have an NGUI Sprite overlay that I'm fading in and out using TweenAlpha as a transition effect. It consists of a 16 x 16 flat white texture (atlassed) stretched over the entire screen. Under the Unity editor the alpha tweening works great, but on the mobile device I'm using (iPhone 4) the texture doesn't tween at all - it simply snaps from alpha 1 to alpha 0 even though the tween hasn't been fired yet.

Some additional info:

- I have other controls with textures from the exact same atlas that fade in and out just fine on the device.
- Just before firing the tween, I'm activating the NGUI Sprite component via enabled = true.
- I am also doing a texture to PNG save event just prior to starting this transition that may lag it slightly. The texture I'm saving is completely seperate from the atlas I'm pulling this sprite from.
- The sprite displays perfectly on mobile at varying alpha values when I'm not using the tweener component.

As I've said, the effect works perfectly under the editor, and I can't think of any reason it would magically break under iOS. I'm ripping my hair out here. If you have any pointers, I'd appreciate it enormously. Thanks in advance. :)

ArenMook

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Re: Issues with TweenAlpha on iOS
« Reply #1 on: August 18, 2015, 05:19:05 PM »
I can only suggest making the tween longer to see if it works then. If you have this tween firing in the very beginning and it's a short duration, it's possible that it's simply too short to be visible between initial frame updates.