Instantly changes an AudioSource's volume and pitch then returns it to it's starting volume and pitch over time. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
audiosource | AudioSource | for which AudioSource to use |
volume | float or double | for the target level of volume |
pitch | float or double | for the target pitch |
time | float or double | for the time in seconds the animation will take to complete |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Fades volume and pitch of an AudioSource. Default AudioSource attached to GameObject will be used (if one exists) if not supplied.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
audiosource | AudioSource | for which AudioSource to use |
volume | float or double | for the target level of volume |
pitch | float or double | for the target pitch |
time | float or double | for the time in seconds the animation will take to complete |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Similar to AudioTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values. Does not utilize an EaseType.
Property Name | Type | Purpose |
---|---|---|
audiosource | AudioSource | for which AudioSource to use |
volume | float or double | for the target level of volume |
pitch | float or double | for the target pitch |
time | float or double | for the time in seconds the animation will take to complete |
Creates a GameObject (if it doesn't exist) at the supplied depth that can be used to simulate a camera fade. If you don't choose to supply a Texture2D a black CameraFade with be created. If you don't supply a depth the default depth of 999999 will be used.
Returns a GameObject reference to the create CameraFade to allow additional customization such as its layer to ensure proper stacking.
Changes a camera fade's depth.
Removes and destroys a camera fade.
Changes the camera fade's texture.
Instantly changes the amount(transparency) of a camera fade and then returns it back over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
amount | float or double | for how transparent the Texture2D that the camera fade uses is |
time | float or double | for the time in seconds the animation will take to complete |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Changes the amount(transparency) of a camera fade over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
amount | float or double | for how transparent the Texture2D that the camera fade uses is |
time | float or double | for the time in seconds the animation will take to complete |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Creates and returns a full-screen Texture2D for use with CameraFade.
Changes a GameObject's color values instantly then returns them to the provided properties over time. If a Light, GUIText or GUITexture component is attached, it will become the target of the animation.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
color | Color | the color to fade the object to |
r | float or double | for the individual setting of the color red |
g | float or double | for the individual setting of the color green |
b | float or double | for the individual setting of the color blue |
a | float or double | for the individual setting of the alpha |
NamedColorValue | NamedColorValue or string | for which color of a shader to use. Uses "_Color" by default. |
includechildren | boolean | for whether or not to include children of this GameObject. True by default |
time | float or double | for the time in seconds the animation will take to complete |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Changes a GameObject's color values over time. If a Light, GUIText or GUITexture component is attached, they will become the target of the animation.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
color | Color | the color to fade the object to |
r | float or double | for the individual setting of the color red |
g | float or double | for the individual setting of the color green |
b | float or double | for the individual setting of the color blue |
a | float or double | for the individual setting of the alpha |
NamedColorValue | NamedColorValue or string | for which color of a shader to use. Uses "_Color" by default. |
includechildren | boolean | for whether or not to include children of this GameObject. True by default |
time | float or double | for the time in seconds the animation will take to complete |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Similar to ColorTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values. Does not utilize an EaseType.
color | Color | the color to fade the object to |
r | float or double | for the individual setting of the color red |
g | float or double | for the individual setting of the color green |
b | float or double | for the individual setting of the color blue |
a | float or double | for the individual setting of the alpha |
NamedColorValue | NamedColorValue or string | for which color of a shader to use. Uses "_Color" by default. |
includechildren | boolean | for whether or not to include children of this GameObject. True by default |
time | float or double | for the time in seconds the animation will take to complete |
Returns integer of iTweens.
When called from an OnDrawGizmos() function it will draw a line through the provided array of Vector3 or Transforms.
Draws a line through the provided array of Vector3s or Transforms with Gizmos.DrawLine(). Identical to DrawLine()
Draws a line through the provided array of Vector3s or Transforms with Handles.DrawLine().
When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Vector3 or Transforms.
Draws a curved path through the provided array of Vector3s or Transforms with Gizmos.DrawLine(). Identical to DrawPath()
Draws a curved path through the provided array of Vector3s or Transforms with Handles.DrawLine().
Returns the length of a curved path drawn through the provided array of Vector3 or Transforms
An enumeration of the type of easing to use based on Robert Penner's open source easing equations.
Here's a good reference for what you can expect from each ease type (just click to animate the ball): here.
Changes a GameObject's alpha value instantly then returns it to the provided alpha over time. If a Light, GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorFrom and using the "a" parameter.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
alpha | float or double | for the initial alpha value of the animation. |
amount | float or double | for the initial alpha value of the animation. |
includechildren | boolean | for whether or not to include children of this GameObject. True by default |
NamedValueColor | NamedValueColor or string | for which color of a shader to use. Uses "_Color" by default. |
time | float or double | for the time in seconds the animation will take to complete |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Changes a GameObject's alpha value over time. If a Light, GUIText or GUITexture component is attached, it will become the target of the animation. Identical to using ColorTo and using the "a" parameter.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
alpha | float or double | for the initial alpha value of the animation. |
amount | float or double | for the initial alpha value of the animation. |
includechildren | boolean | for whether or not to include children of this GameObject. True by default |
NamedValueColor | NamedValueColor or string | for which color of a shader to use. Uses "_Color" by default. |
time | float or double | for the time in seconds the animation will take to complete |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Similar to FadeTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values. Does not utilize an EaseType.
alpha | float or double | for the individual setting of the alpha |
includechildren | boolean | for whether or not to include children of this GameObject. True by default |
time | float or double | for the time in seconds the animation will take to complete |
Returns a float that is eased between a current and target value by the supplied speed.
Universal interface to help in the creation of Hashtables. Especially useful for C# users.
Sets up a GameObject to avoid hiccups when an initial iTween is added. It's advisable to run this on every object you intend to run iTween on in its Start or Awake.
Instantly rotates a GameObject to look at the supplied Vector3 then returns it to it's starting rotation over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
looktarget | Transform or Vector3 | for a target the GameObject will look at. |
axis | string | Restricts rotation to the supplied axis only. |
time | float or double | for the time in seconds the animation will take to complete |
speed | float or double | can be used instead of time to allow animation based on speed |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Rotates a GameObject to look at a supplied Transform or Vector3 over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
looktarget | Transform or Vector3 | for a target the GameObject will look at. |
axis | string | Restricts rotation to the supplied axis only. |
time | float or double | for the time in seconds the animation will take to complete |
speed | float or double | can be used instead of time to allow animation based on speed |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Rotates a GameObject to look at a supplied Transform or Vector3 over time.
Property Name | Type | Purpose |
---|---|---|
looktarget | Transform or Vector3 | for a target the GameObject will look at. |
axis | string | Restricts rotation to the supplied axis only. |
time | float or double | for the time in seconds the animation will take to complete |
An enumeration of the type of loop (if any) to use.
Translates a GameObject's position over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
amount | Vector3 | for a point in space the GameObject will animate to. |
x | float or double | for the individual setting of the x axis |
y | float or double | for the individual setting of the y axis |
z | float or double | for the individual setting of the z axis |
orienttopath | boolean | for whether or not the GameObject will orient to its direction of travel. False by default |
looktarget | Transform or Vector3 | for a target the GameObject will look at |
looktime | float or double | for the time in seconds the object will take to look at either the "looktarget" or "orienttopath" |
axis | string | restricts rotation to the supplied axis only |
space | Space | for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space |
time | float or double | for the time in seconds the animation will take to complete |
speed | float or double | can be used instead of time to allow animation based on speed |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Adds the supplied coordinates to a GameObject's position.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
amount | Vector3 | for a point in space the GameObject will animate to. |
x | float or double | for the individual setting of the x axis |
y | float or double | for the individual setting of the y axis |
z | float or double | for the individual setting of the z axis |
orienttopath | boolean | for whether or not the GameObject will orient to its direction of travel. False by default |
looktarget | Transform or Vector3 | for a target the GameObject will look at |
looktime | float or double | for the time in seconds the object will take to look at either the "looktarget" or "orienttopath" |
axis | string | restricts rotation to the supplied axis only |
space | Space | for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space |
time | float or double | for the time in seconds the animation will take to complete |
speed | float or double | can be used instead of time to allow animation based on speed |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Instantly changes a GameObject's position to a supplied destination then returns it to it's starting position over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
position | Transform or Vector3 | for a point in space the GameObject will animate to. |
path | Transform[] or Vector3[] | for a list of points to draw a Catmull-Rom through for a curved animation path |
movetopath | boolean | for whether to automatically generate a curve from the GameObject's current position to the beginning of the path. True by default. |
x | float or double | for the individual setting of the x axis |
y | float or double | for the individual setting of the y axis |
z | float or double | for the individual setting of the z axis |
orienttopath | boolean | for whether or not the GameObject will orient to its direction of travel. False by default |
looktarget | Transform or Vector3 | for a target the GameObject will look at |
looktime | float or double | for the time in seconds the object will take to look at either the "looktarget" or "orienttopath" |
lookahead | float or double | for how much of a percentage (from 0 to 1) to look ahead on a path to influence how strict "orienttopath" is and how much the object will anticipate each curve |
axis | string | restricts rotation to the supplied axis only |
islocal | boolean | for whether to animate in world space or relative to the parent. False be default. |
time | float or double | for the time in seconds the animation will take to complete |
speed | float or double | can be used instead of time to allow animation based on speed |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Changes a GameObject's position over time to a supplied destination.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
position | Transform or Vector3 | for a point in space the GameObject will animate to. |
path | Transform[] or Vector3[] | for a list of points to draw a Catmull-Rom through for a curved animation path |
movetopath | boolean | for whether to automatically generate a curve from the GameObject's current position to the beginning of the path. True by default. |
x | float or double | for the individual setting of the x axis |
y | float or double | for the individual setting of the y axis |
z | float or double | for the individual setting of the z axis |
orienttopath | boolean | for whether or not the GameObject will orient to its direction of travel. False by default |
looktarget | Transform or Vector3 | for a target the GameObject will look at |
looktime | float or double | for the time in seconds the object will take to look at either the "looktarget" or "orienttopath" |
lookahead | float or double | for how much of a percentage (from 0 to 1) to look ahead on a path to influence how strict "orienttopath" is and how much the object will anticipate each curve |
axis | string | restricts rotation to the supplied axis only |
islocal | boolean | for whether to animate in world space or relative to the parent. False be default. |
time | float or double | for the time in seconds the animation will take to complete |
speed | float or double | can be used instead of time to allow animation based on speed |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Similar to MoveTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values. Does not utilize an EaseType.
Property Name | Type | Purpose |
---|---|---|
position | Transform or Vector3 | for a point in space the GameObject will animate to. |
x | float or double | for the individual setting of the x axis |
y | float or double | for the individual setting of the y axis |
z | float or double | for the individual setting of the z axis |
orienttopath | boolean | for whether or not the GameObject will orient to its direction of travel. False by default |
looktarget | Transform or Vector3 | for a target the GameObject will look at |
looktime | float or double | for the time in seconds the object will take to look at either the "looktarget" or "orienttopath" |
axis | string | restricts rotation to the supplied axis only |
islocal | boolean | for whether to animate in world space or relative to the parent. False be default. |
time | float or double | for the time in seconds the animation will take to complete |
Pauses iTweens.
If an iTween is established with "ignoreTimeScale" set to true pause will not currently work. (Sorry)
Applies a jolt of force to a GameObject's position and wobbles it back to its initial position.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
amount | Vector3 | for a point in space the GameObject will animate to. |
x | float or double | for the individual setting of the x magnitude |
y | float or double | for the individual setting of the y magnitude |
z | float or double | for the individual setting of the z magnitude |
space | Space | for applying the transformation in either the world coordinate or local coordinate system. Defaults to local space. |
looktarget | Transform or Vector3 | for a target the GameObject will look at |
looktime | float or double | for the time in seconds the object will take to look at either the "looktarget" or "orienttopath" |
axis | string | restricts rotation to the supplied axis only |
time | float or double | for the time in seconds the animation will take to complete |
delay | float or double | for the time in seconds the animation will wait before beginning |
looptype | LoopType or string | for the type of loop to apply once the animation has completed (only "loop" is allowed with punches) |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation. NOTE: Due to the way iTween utilizes the Transform.Rotate method, PunchRotation works best with single axis usage rather than punching with a Vector3.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
amount | Vector3 | for a point in space the GameObject will animate to. |
x | float or double | for the individual setting of the x magnitude |
y | float or double | for the individual setting of the y magnitude |
z | float or double | for the individual setting of the z magnitude |
space | Space | for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. |
time | float or double | for the time in seconds the animation will take to complete |
delay | float or double | for the time in seconds the animation will wait before beginning |
looptype | LoopType or string | for the type of loop to apply once the animation has completed (only "loop" is allowed with punches) |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
amount | Vector3 | for a point in space the GameObject will animate to. |
x | float or double | for the individual setting of the x magnitude |
y | float or double | for the individual setting of the y magnitude |
z | float or double | for the individual setting of the z magnitude |
time | float or double | for the time in seconds the animation will take to complete |
delay | float or double | for the time in seconds the animation will wait before beginning |
looptype | LoopType or string | for the type of loop to apply once the animation has completed (only "loop" is allowed with punches) |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Puts a GameObject on a path at the provided percentage
Returns a Vector3 position on a path at the provided percentage.
Returns a Rect that is eased between a current and target value by the supplied speed.
Resumes iTweens.
Adds supplied Euler angles in degrees to a GameObject's rotation over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
amount | Vector3 | for the amount of Euler angles in degrees to add to the current rotation of the GameObject. |
x | float or double | for the individual setting of the x axis |
y | float or double | for the individual setting of the y axis |
z | float or double | for the individual setting of the z axis |
space | Space or string | for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. |
time | float or double | for the time in seconds the animation will take to complete |
speed | float or double | can be used instead of time to allow animation based on speed |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Multiplies supplied values by 360 and rotates a GameObject by calculated amount over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
amount | Vector3 | for the amount to be multiplied by 360 to rotate the GameObject. |
x | float or double | for the individual setting of the x axis |
y | float or double | for the individual setting of the y axis |
z | float or double | for the individual setting of the z axis |
space | Space or string | for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. |
time | float or double | for the time in seconds the animation will take to complete |
speed | float or double | can be used instead of time to allow animation based on speed |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Instantly changes a GameObject's Euler angles in degrees then returns it to it's starting rotation over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
rotation | Transform or Vector3 | for the target Euler angles in degrees to rotate to. |
x | float or double | for the individual setting of the x axis |
y | float or double | for the individual setting of the y axis |
z | float or double | for the individual setting of the z axis |
islocal | boolean | for whether to animate in world space or relative to the parent. False be default. |
time | float or double | for the time in seconds the animation will take to complete |
speed | float or double | can be used instead of time to allow animation based on speed |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Rotates a GameObject to the supplied Euler angles in degrees over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
rotation | Transform or Vector3 | for the target Euler angles in degrees to rotate to. |
x | float or double | for the individual setting of the x axis |
y | float or double | for the individual setting of the y axis |
z | float or double | for the individual setting of the z axis |
islocal | boolean | for whether to animate in world space or relative to the parent. False be default. |
time | float or double | for the time in seconds the animation will take to complete |
speed | float or double | can be used instead of time to allow animation based on speed |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Similar to RotateTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values. Does not utilize an EaseType.
Property Name | Type | Purpose |
---|---|---|
rotation | Transform or Vector3 | for the target Euler angles in degrees to rotate to. |
x | float or double | for the individual setting of the x axis |
y | float or double | for the individual setting of the y axis |
z | float or double | for the individual setting of the z axis |
islocal | boolean | for whether to animate in world space or relative to the parent. False be default. |
time | float or double | for the time in seconds the animation will take to complete |
Adds to a GameObject's scale over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
amount | Vector3 | for the amount to be added to the GameObject's current scale. |
x | float or double | for the individual setting of the x axis |
y | float or double | for the individual setting of the y axis |
z | float or double | for the individual setting of the z axis |
time | float or double | for the time in seconds the animation will take to complete |
speed | float or double | can be used instead of time to allow animation based on speed |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Multiplies a GameObject's scale over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
amount | Vector3 | for the amount to be added to the GameObject's current scale. |
x | float or double | for the individual setting of the x axis |
y | float or double | for the individual setting of the y axis |
z | float or double | for the individual setting of the z axis |
time | float or double | for the time in seconds the animation will take to complete |
speed | float or double | can be used instead of time to allow animation based on speed |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Instantly changes a GameObject's scale then returns it to it's starting scale over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
scale | Transform or Vector3 | for the initial scale |
x | float or double | for the individual setting of the x axis |
y | float or double | for the individual setting of the y axis |
z | float or double | for the individual setting of the z axis |
time | float or double | for the time in seconds the animation will take to complete |
speed | float or double | can be used instead of time to allow animation based on speed |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Changes a GameObject's scale over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
scale | Transform or Vector3 | for the final scale |
x | float or double | for the individual setting of the x axis |
y | float or double | for the individual setting of the y axis |
z | float or double | for the individual setting of the z axis |
time | float or double | for the time in seconds the animation will take to complete |
speed | float or double | can be used instead of time to allow animation based on speed |
delay | float or double | for the time in seconds the animation will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
looptype | LoopType or string | for the type of loop to apply once the animation has completed |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Similar to ScaleTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values. Does not utilize an EaseType.
Property Name | Type | Purpose |
---|---|---|
scale | Transform or Vector3 | for the final scale |
x | float or double | for the individual setting of the x axis |
y | float or double | for the individual setting of the y axis |
z | float or double | for the individual setting of the z axis |
time | float or double | for the time in seconds the animation will take to complete |
Randomly shakes a GameObject's position by a diminishing amount over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
amount | Vector3 | for the magnitude of shake |
x | float or double | for the individual setting of the x magnitude |
y | float or double | for the individual setting of the y magnitude |
z | float or double | for the individual setting of the z magnitude |
islocal | boolean | for whether to animate in world space or relative to the parent. False by default. |
orienttopath | boolean | for whether or not the GameObject will orient to its direction of travel. False by default |
looktarget | Transform or Vector3 | for a target the GameObject will look at |
looktime | float or double | for the time in seconds the object will take to look at either the "looktarget" or "orienttopath" |
axis | string | restricts rotation to the supplied axis only |
time | float or double | for the time in seconds the animation will take to complete |
delay | float or double | for the time in seconds the animation will wait before beginning |
looptype | LoopType or string | for the type of loop to apply once the animation has completed (only "loop" is allowed with shakes) |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Randomly shakes a GameObject's rotation by a diminishing amount over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
amount | Vector3 | for the magnitude of shake |
x | float or double | for the individual setting of the x magnitude |
y | float or double | for the individual setting of the y magnitude |
z | float or double | for the individual setting of the z magnitude |
space | Space | for applying the transformation in either the world coordinate or local coordinate system. Defaults to local space. |
time | float or double | for the time in seconds the animation will take to complete |
delay | float or double | for the time in seconds the animation will wait before beginning |
looptype | LoopType or string | for the type of loop to apply once the animation has completed (only "loop" is allowed with shakes) |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Randomly shakes a GameObject's scale by a diminishing amount over time.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
amount | Vector3 | for the magnitude of shake |
x | float or double | for the individual setting of the x magnitude |
y | float or double | for the individual setting of the y magnitude |
z | float or double | for the individual setting of the z magnitude |
time | float or double | for the time in seconds the animation will take to complete |
delay | float or double | for the time in seconds the animation will wait before beginning |
looptype | LoopType or string | for the type of loop to apply once the animation has completed (only "loop" is allowed with shakes) |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Plays an AudioClip once based on supplied volume and pitch and following any delay. AudioSource is optional as iTween will provide one.
Property Name | Type | Purpose |
---|---|---|
audioclip | AudioClip | for a reference to the AudioClip to be played. |
audiosource | AudioSource | for which AudioSource to use |
volume | float or double | for the target level of volume |
pitch | float or double | for the target pitch |
delay | float or double | for the time in seconds the action will wait before beginning |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
Stop iTweens.
Please note that as a result of how Unity threads some operations you may need to insert an arbitrary (though short) pause after a Stop call before adding a new iTween by using WaitForSeconds(). If you are using mouse or keyboard interaction I would advise calling your Stop in key/mouse down and any new iTween calls on key/mouse up as iTween follows a strict and self imposed "DDD" (Doesn't Destroy Duplicates).
Stop iTweens by name.
Please note that as a result of how Unity threads some operations you may need to insert an arbitrary (though short) pause after a Stop call before adding a new iTween by using WaitForSeconds(). If you are using mouse or keyboard interaction I would advise calling your Stop in key/mouse down and any new iTween calls on key/mouse up as iTween follows a strict and self imposed "DDD" (Doesn't Destroy Duplicates).
Returns a value to a callback method interpolated between the supplied 'from' and 'to' values for application as desired. Requires an 'onupdate' callback that accepts the same type as the supplied 'from' and 'to' properties.
Property Name | Type | Purpose |
---|---|---|
name | string | an individual name useful for stopping iTweens by name |
from | float or double or Vector3 or Vector2 or Color or Rect | for the starting value. |
to | float or double or Vector3 or Vector2 or Color or Rect | for the ending value. |
time | float or double | for the time in seconds the animation will take to complete |
speed | float or double | can be used instead of time to allow animation based on speed (only works with Vector2, Vector3, and Floats) |
delay | float or double | for the time in seconds the action will wait before beginning |
easetype | EaseType or string | for the shape of the easing curve applied to the animation |
onstart | string | for the name of a function to launch at the beginning of the animation |
onstarttarget | GameObject | for a reference to the GameObject that holds the "onstart" method |
onstartparams | Object | for arguments to be sent to the "onstart" method |
onupdate | string | for the name of a function to launch on every step of the animation |
onupdatetarget | GameObject | for a reference to the GameObject that holds the "onupdate" method |
onupdateparams | Object | for arguments to be sent to the "onupdate" method |
oncomplete | string | for the name of a function to launch at the end of the animation |
oncompletetarget | GameObject | for a reference to the GameObject that holds the "oncomplete" method |
oncompleteparams | Object | for arguments to be sent to the "oncomplete" method |
ignoretimescale | boolean | setting this to true will allow the animation to continue independent of the current time which is helpful for animating menus after a game has been paused by setting Time.timeScale=0 |
Returns a Vector2 that is eased between a current and target value by the supplied speed.
Returns a Vector3 that is eased between a current and target value by the supplied speed.
iTween is a free, open-source project. As such, it doesn't require any purchase or licensing to be used on commercial projects or otherwise. However, if you use iTween and would like to support the development of the project, please feel free to make a donation.
Your support and generosity is greatly appreciated.
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