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NGUI 3 Support / Re: Feature requests: more options for UIPlay Tween and Tween Rotation
« on: February 26, 2014, 05:20:57 AM »
thanks for the help XD prior to deciding to rebuild my animations using tweens, i was able to play them with UIPlayAnimation, but only by using trigger conditions via the inspector, and only once- no looping, annnd only by setting them to legacy (otherwise i get the common "Default clip could not be found" error). i can't get them to loop/continue to play as they were while paused, even with wrap mode set to loop (i'm guessing this is wrong, anyway). i'll keep fiddling around with it.
just attaching ActiveAnimation to a gameobject doesn't seem to have any effect when timescale = 0. i've tried it with both the animator and animation components, without any luck. is it that simple, or am i doing something wrong? i guess i really just wish unity had a better, baked in way to selectively pause gameobjects ("don't pause my physics!"/"don't pause my animations!"). for a couple relatively green devs, figuring out how to stop the game has really... stopped the game.
re: rotation, that's kinda what i gathered from the forum. i guess i had reached a frustration point yesterday, and wanted to smash something when the "rotation" script wouldn't bend to my will. i can figure out how to enable/disable the component to get it to work how i want. if this is what people are meant to use to reallyyy rotate things however, it would be nice to have duration, group, and an animation curve added in a future update.
cheers!
just attaching ActiveAnimation to a gameobject doesn't seem to have any effect when timescale = 0. i've tried it with both the animator and animation components, without any luck. is it that simple, or am i doing something wrong? i guess i really just wish unity had a better, baked in way to selectively pause gameobjects ("don't pause my physics!"/"don't pause my animations!"). for a couple relatively green devs, figuring out how to stop the game has really... stopped the game.
re: rotation, that's kinda what i gathered from the forum. i guess i had reached a frustration point yesterday, and wanted to smash something when the "rotation" script wouldn't bend to my will. i can figure out how to enable/disable the component to get it to work how i want. if this is what people are meant to use to reallyyy rotate things however, it would be nice to have duration, group, and an animation curve added in a future update.
cheers!

