iTween Visual Editor

Current version: 0.6.1, released October 24, 2012

Get the editor from the Unity Asset Store.
If you’re interested in the source code, the repository lives here.

Please send bug reports and suggestions to david (at) koontzfamily (dot) org

Please consider donating if you find the visual editor helpfulThe iTween Visual Editor is an open source project released under the MIT license. If you find it helpful and want to contribute to its future development, please consider making a donation.

The iTween Visual Editor is a Unity 3, editor component that allows you to set up almost any iTween tween visually vs requiring code. So you can replace this

iTween.MoveTo(gameObject,{"x":10,"time":4,"looptype":"loop"});

with a nice Unity inspector view such as the image to the right (click to enlarge). This is accomplished by adding an iTweenEvent component to the GameObject you wish to tween. You can have your tweens run automatically, after a delay, or when triggered via the Play method on the iTweenEvent component. You can also have multiple iTweenEvent components on your GameObject and get them via the iTweenEvent.GetEvent method which looks up an event by name (version 0.3 and later). For an example of this, please look at this example project which demonstrates using a script to start a particular tween on another object.

Starting with version 0.5 a copy of iTween and the iTween Path Editor are included in the unitypackage. If you have your own copy or wish to use a different version, you can uncheck iTween.cs, iTweenPath.cs and iTweenPathEditor.cs during the package import.

The visual editor will only compile under Unity 3 and later. If you are using 2.6 and wish to use the editor it is possible to get it running under 2.6, you will have to remove the usage of Linq methods. I have no intention of supporting 2.6 so unless you’re going to pay me to do it, don’t bother writing and asking when it will be done.

Known Issues: None!

Version 0.1 video (only slightly outdated)

  1. anta
    November 24, 2010 at 6:21 am | #1

    I’m new in Unity!! this tool is really perfect for me to get start. Thanks in advance, man!

  2. GFX47
    December 16, 2010 at 3:07 am | #2

    Only one comment?! WTF guys this tool is awesome!!!
    Many thanks and congrats to you dkoontz ^^=b

  3. dkoontz
    December 16, 2010 at 9:42 am | #3

    GFX47: Most of the comments are on the original annoucement thread here: https://dkoontz.wordpress.com/2010/10/27/itween-visual-editor/

  4. Hakimo
    January 19, 2011 at 2:31 am | #4

    Hi,
    First thank you so much for adding a visual editor to iTween. Been playing around putting tween effects on objects. Wanted to know is it possible to use the visual editor for OnGUI functions? For instance scale a gui window with bouncy effect. Can’t seem to get it to work.

    Thanks very much
    -Hakimo

    • dkoontz
      January 19, 2011 at 12:23 pm | #5

      Well the visual editor works just about everywhere that iTween itself works. Can you provide an example of what you’re trying to do via plain iTween code and then I can tell you if the visual editor supports that.

      • Hakimo
        January 21, 2011 at 12:45 am | #6

        Not sure if it’s the right way but I just made an empty game object. Added a javascript that uses OnGUI:
        //start code
        function OnGUI () {
        // Make a background box
        GUI.Box (Rect (300,10,300,90), “My Menu”);

        //First Button
        if (GUI.Button (Rect (310,40,280,20), “First Button”)) {
        print(“Do something”);
        }
        }
        //Code ends

        Then I attached the iTween event and wanted to scale the GUI. There’s no errors but nothing happens…

        Thanks very much.
        -Hakimo

      • dkoontz
        January 22, 2011 at 7:53 pm | #7

        To do what you’re wanting you’d need the ValueTo function of iTween. Unfortunately that requires custom code so there’s no current way to replicate that sort of functionality from the visual editor.

  5. larvantholos
    January 22, 2011 at 2:03 pm | #8

    I’ve been thinking about learning scripting for a while, as an artist, I can get a lot done in unity without scripting, but you still need some of it to get by. I just discovered itween the other day… And this today. My jaw is still on the floor – I can setup a lot of prototyping now with just these two things, and get a lot of playtesting without writing a single line of code! Absolutely amazing!

    • dkoontz
      January 22, 2011 at 7:54 pm | #9

      Glad to be of help, let me know if there’s stuff you have problem with.

      • larvantholos
        January 25, 2011 at 4:12 am | #10

        Not so much as a problem, but more of a question. I’ve been toying with this, to see if I can get what I want out of it. Its clear I’ll still need to get some scripting done to get what I need – but I’m curious, do the Oncomplete (and etc boxes) accept any input currently?

        I also notice when trying to do multiple events, it tends to complete the last one first – I was trying to complete a simple elevator with a loop, adding a delay, and actually no matter what I did, it would do the MoveFrom first – even if I set it to a long delay.

        Would it be useful in future versions, to have multiple tweens setup in a single script, so you can loop back on the events? Just so that you could make better use of the From functions?

        This has been pretty neat to use tho, I can see how setting up these scripts fast through this, and then triggering it externally, would get the desired result fairly quickly tho. Some sort of ability to chain these together, without having to write a script would be neat, but I also see that might be beyond the current idea of how this is.

        Still peeling my jaw off the floor tho :D

      • larvantholos
        January 25, 2011 at 6:46 am | #11

        So, I was doing more tweaking for what I specificly wanted, and I realized that if I just use the ping pong loop, it works just fine.

        I notice there is a bug specificly in setting the time however.

        If I set the time to 6, it should do the animation over 6 seconds, instead it is doing it extremely fast. If I set it to something like .5 it should be doing the animation in .5 of a second, instead its doing it extremely slow. I’m pretty sure this is the opposite of what is supposed to be happening here!

      • dkoontz
        January 25, 2011 at 4:06 pm | #12

        larantholos, I just tried both the things you’re having problems with (setting a delay for the 2nd event and changing the time) and they both worked fine in my test scene. Could you post a screenshot of all your settings or list them out somewhere? My guess is things are just misconfigured.

        MoveFrom seems like a strange event to be happening after another event as it moves your object to the specified location at the beginning of the tween, not sure how you would use that for an elevator.

        As for the oncomplete events, they accept a string for their parameter, so you could have a script that interprets that parameter as the next event to trigger and have a very easy system for chaining events that way instead of having to work out the delays.

  6. zach
    January 24, 2011 at 12:43 am | #13

    THIS IS AWESOME! seriously, rockstar stuff here :)

  7. Hakimo
    January 24, 2011 at 1:38 am | #14

    dkoontz :
    To do what you’re wanting you’d need the ValueTo function of iTween. Unfortunately that requires custom code so there’s no current way to replicate that sort of functionality from the visual editor.

    Thanks very much. I thought it should be custom code. Trouble is, I’m finding it hard to use iTween using code. I can move objects etc but I can’t animated gui buttons. I’m finding it hard understanding on how to use the hashtables arguments. Hope you can help.
    Cheers.
    -Hakimo

    • dkoontz
      January 24, 2011 at 5:14 am | #15

      For iTween help you should really head over to the Unity forums. Bob, the author of iTween can help you out there, or check out the iTween home page which has a variety of documentation. http://itween.pixelplacement.com. I’m sure between the two of those you can figure it out.

  8. larvantholos
    January 25, 2011 at 4:13 pm | #16

    dkoontz :
    larantholos, I just tried both the things you’re having problems with (setting a delay for the 2nd event and changing the time) and they both worked fine in my test scene. Could you post a screenshot of all your settings or list them out somewhere? My guess is things are just misconfigured.
    MoveFrom seems like a strange event to be happening after another event as it moves your object to the specified location at the beginning of the tween, not sure how you would use that for an elevator.
    As for the oncomplete events, they accept a string for their parameter, so you could have a script that interprets that parameter as the next event to trigger and have a very easy system for chaining events that way instead of having to work out the delays.

    Hi, thanks for following up. Actually, I suspect I got the time, and speed mixed up. I just confirmed that >.< Thats what I get for messing with things at 4am :)

    As for the oncomplete – a full hash string, or just the relevant part of the arguement as it would normally appear in the hash string?

    Thanks again!

    -Larvantholos

    • dkoontz
      January 25, 2011 at 4:24 pm | #17

      The oncompleteparam is just a string param to your oncomplete function. It has nothing to do with the iTween hash.

  9. harley
    January 31, 2011 at 6:36 pm | #18

    I added the script then imported the package…right off I got this error…
    Assets/iTweenEditor/Editor/iTweenEventDataEditor.cs(261,48): error CS0433: The imported type `iTween’ is defined multiple times

    ?
    Thanks…
    -harley

    • dkoontz
      February 1, 2011 at 3:02 am | #19

      You have 2 copies of iTween in your project. If you downloaded it separately then you either need to delete that version or the one that comes with the visual editor.

      • harley
        February 1, 2011 at 8:40 am | #20

        Yes that was the problem…works good now. Thanks!

  10. Mike Kay
    February 6, 2011 at 5:59 pm | #21

    I’m curious… Is it possible to have a MoveTo function (created in iTween Visual Editor) move along a path created in iTween Visual Path Editor? I know you can have a MoveTo function traverse a path of multiple points by manually entering the path points in iTween Visual Editor, but thought it would be really great to just have the MoveTo function use a path I created in Visual Path Editor… Is this possible?

    • larvantholos
      February 6, 2011 at 9:08 pm | #22

      It will automatically grab the path, if its attached to your game object. If you drag the path edit plugin onto the object itself, then add the visual iTween event, you can select the path, and the path button, and it will find it.

      • dkoontz
        February 6, 2011 at 11:27 pm | #23

        Actually the path option now finds all paths in the scene not just the ones on the local game object.

  11. larvantholos
    February 7, 2011 at 12:24 am | #24

    Is that in the .2 update? If not, it does not. Instead I get an error. I’ll replicate the error in a few, as I’m at work, and not at home, I’ll also make sure I have to current version so I can say for sure. However, testing at home it only found the path when I placed it on the object itself.

    • larvantholos
      February 7, 2011 at 12:55 am | #25

      This is the error – Made sure I had the current version. Its all greek to me :D
      I am making the paths by dragging the path plugin onto the object (in this instance a cube) and naming the path, going to select it, throws this error. I do not however get this, if I drag the path onto the object (another cube in this case) that is running the Tween through the visual editor.

      IndexOutOfRangeException: Array index is out of range.
      iTweenEventDataEditor.OnInspectorGUI () (at Assets/iTweenEditor/Editor/iTweenEventDataEditor.cs:257)
      UnityEditor.InspectorWindow.OnGUI () (at E:/BuildAgent/work/71ca6fec1b41cc30/Editor/Mono/Inspector/InspectorWindow.cs:364)
      System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)

      • larvantholos
        February 7, 2011 at 4:41 am | #26

        So I got the idea to download the one from the asset store – and it seems to not have this issue, and finds all the paths as it should. Seems then, your package here is broken :) solution – download from the asset store.

      • dkoontz
        February 7, 2011 at 8:34 am | #27

        The current version is 0.5.2 which I submitted to the Asset Store over the weekend. The path support wasn’t added until 0.5.1 so 0.2 definitely won’t work (as well as being very out of date).

  12. larvantholos
    February 7, 2011 at 8:52 am | #28

    Note that, this seemed to work fine with 5.1 but not with 5.2 :) I ment I was using 5.2 :P

  13. Joel
    February 7, 2011 at 1:39 pm | #29

    I’m confuse.
    Can you help me on how to make a simple moveto and oncomplete destroy?
    Thanks and by the way great tool.

    • dkoontz
      February 7, 2011 at 9:16 pm | #30

      Set up a moveto as normal, in the oncomplete field type in the name of a function, something like DeleteMe. Create a script that contains a function named the same thing that you put in the oncomplete field, in my example here that’s DeleteMe. Inside that script put “Destroy(gameObject)”. Attach that script to your object that has the tween and you’re all set.

  14. Joel
    February 8, 2011 at 8:50 am | #31

    Thanks for the answer. So dumb of me.. =D

  15. Diego Ribeiro
    February 12, 2011 at 9:40 am | #32

    Guys… as one of the examples written above, I’m a digital artist too and I’m just starting with Unity and this whole thing and scripting its still VERY, VERY, VERY complicated for me… and this tool saved my day. Being used with timeline animations in Flash and Aftereffects, the whole tweening thing makes a lot of sense for me, and your tool just makes it SO EASY that I want to jump on my chair of hapiness…

    Seriouslly SUPER COOL STUFF. Keep it up.

    And one question, if I do want a cube to move to a position and get back to the old position and move again, like in an infinite loop? Any hints. Thanks! And greetings from Brazil.

    Diego Ribeiro

  16. Diego Ribeiro
    February 12, 2011 at 9:42 am | #33

    Woohooo!!! Just found how to do loops!!! looptype = loop

    Your tool is A M A Z I N G!

  17. ZiNE
    February 13, 2011 at 12:24 am | #34

    Hey, thanks very much. This really is a good plugin for unity. Is simpler than i thought and it really simply the itweening process with ur itween event.. Just love it. Is there any way to use this in compliance with the itween path plugin. If so how? Thanks.

    • dkoontz
      February 13, 2011 at 8:59 am | #35

      The path editor is already included along with iTween and yes it works fine with the visual editor.

  18. Trent
    March 3, 2011 at 11:00 pm | #36

    Just downloaded iTweenPath, but when I add the iTweenPath script to a GameObject, I get the following error:

    “Instance of iTweenPathEditor couldn’t be created because there is no script with that name.”

    That’s weird, because there is clearly a script with that name in my Assets/Plugins/iTween/iTweenPath/Editor folder. Do you know what’s wrong?

  19. Trent
    March 4, 2011 at 7:49 am | #37

    Sorry, wrong product. I get the iTweenPath editor and iTween Visual Editor mixed up.

  20. raymix
    March 6, 2011 at 6:59 am | #38

    i can’t load Asset Store, been reinstalling Unity whole week, getting on my nerves. Using win 7 64 bit and Kaspersky Pure. What ever i do, nothing works. Came up with some kharma url error, says it’s loading then screen just goes white.

    With that in mind i just want to ask for download mirror, would you please mind uploading it? Thanks

  21. Shabazzster
    March 10, 2011 at 10:22 am | #39

    Hi i’m having an issue with unity bugging” Unknown Identifier: iTweenEvent’.

    I’m attempting to use your example callscript “StartiTween”.

    My previous project was actually based on this very script and they all somehow broke.. has anyone else been having this issue.
    All scripts are located in their proper order and folders and the itween editor works just fine in all other areas.

    can you help?
    Thanks

  22. Shabazzster
    March 10, 2011 at 11:00 am | #40

    Problem Solved thanks again.

  23. Don H Fair
    April 1, 2011 at 7:58 am | #41

    Hi
    I have the editor from the store. I have moved the scripts around so that the reference errors go away. I get the Menu entry, although it comes and goes. I add an event to my MainCamera and I get nothing in the Inspector for MainCamera that looks anything like the example. The word Position isnt there at all????? I get:

    Script iTweenEvent
    Tween Name
    Play Automatically checked
    Delay 0
    Type MoveTo
    Show Icon in Inspector checked

    Keys
    Indexes
    Metadatas
    Ints
    Floats
    Bools
    Strings
    Vector 3s
    Colors
    Spaces
    Ease Types
    Loop Types
    Game Objects
    Transforms
    Audio Clips
    Audio Sources
    Vector 3Arrays
    Transform Arrays
    Paths

    And that is it.

    I know I am doing something stupid, but I am at a loss, I looked through the scripts and the word Position only displays as a comment in one file.
    What am I doing wrong??

    Thanks

  24. Don H Fair
    April 1, 2011 at 10:54 am | #42

    Hi
    After much pain, I found a version in the package format, I dropped the contents into my project and there they where.
    Thanks for some nice scripting. Hope unity fixes the menu instability thing, but dropping the event on the object isnt a painful workaround so it isnt a bother. It will make more aggressive plugins hard to create though.

    Don

    • dkoontz
      April 2, 2011 at 3:24 am | #43

      Yeah I have no idea why the menu item just up and disappears sometimes, I too find it very annoying.

  25. Quentin Holmes
    April 6, 2011 at 7:17 pm | #44

    I am having issues with this for some reason as well… I put the full iTweenEditor folder in the Editor folder. Then i copied the iTween and other 2 scripts into the Plugins folder. Then i copied the icon into the icon folder. But i get a bunch of these errors and before i got the errors it would not give them but would do nothing and then the menu item disappeared.

    Any ideas?

    • Quentin Holmes
      April 6, 2011 at 7:57 pm | #45

      OK so i did some guessing and got it all fixed… Here is what i did for anyone else that has my same problems..

      I deleted everything then started over… I moved the whole iTweenEditor folder to the Editor folder, Then i moved the Gizmo to the Gizmo folder, Then i moved the iTween and iTweenEvent and iTweenPath and the Helper Classes folder to the Plugins folder…

      And that fixed all my problems.. Works great now. Thanks!!!

      Q

  26. Marc-André Parizeau
    April 7, 2011 at 6:42 pm | #46

    I’m having a problem with the installation of it. Once it’s installed, I make sure that I have the latest copies of Itween, ITweenPath and ITweenPathEditor. I get no errors, everything that was using ITween are still working but the visual editor is NOT appearing in the components menu why? And more importantly, how to make it work?

    Thanks and super cool tool… at least in the video :-P

    • Marc-André Parizeau
      April 7, 2011 at 6:44 pm | #47

      Never mind after 15 minutes or so it appeared…. duhhhhh

      • dkoontz
        April 8, 2011 at 12:37 am | #48

        Yeah I don’t know why that Unity bug happens. If you don’t have the component menu item you can always just drag an iTweenEvent script onto your object and you’ll see the editor appear. Kind of clunky but it works.

  27. Quentin Holmes
    April 17, 2011 at 7:12 pm | #49

    I cant figure out how to do the Oncomplete events with the visual editor? I tried a few different variations but nothing seems to work. I have found a few examples on how to do it with code but nothing with the visual editor? Can anyone help me or point me somewhere?

  28. Tomas Neme
    April 19, 2011 at 6:57 pm | #50

    great job, man… I have a question, how dangerous is it to update iTween.cs for the latest version?

    • dkoontz
      April 19, 2011 at 10:34 pm | #51

      I don’t know of any issues with updating, if you did run into something you could always just revert your iTween version back to the bundled one.

  29. Quentin Holmes
    April 19, 2011 at 10:23 pm | #52

    Ok so if i leave the On Complete Target blank then it will run iTweens on the same object fine but i can not get a different iTween from a different object to work even if i drag the object onto the Target variable…
    And why does the OnComplete iTween action fire right away and not when the iTween is done.. This messed me up as it was actually doing something but not until i put a delay on the second one did i actually see it doing something as they were cancelling them selves out.

    And how can a run a Method directly? I am using EZ Gui and would like to fire an iTween action right from a button but i dont know how to pass the proper method to the button. Right now i use a script in between the two to run the iTween.

  30. Quentin Holmes
    April 19, 2011 at 11:59 pm | #53

    Ok i take it back… the running a second iTween from OnComplete that is on the same object is not working… the reason it was firing right away was because i was calling it from my other script.

    So my question still is… why cant i get the OnComplete to work from the visual editor?

    • dkoontz
      April 20, 2011 at 12:51 am | #54

      I’m testing this now and updating the bundled example scene to show off how to do this.

    • dkoontz
      April 20, 2011 at 1:17 am | #55

      I’ve just submitted a new package to the asset store, it should be up whenever they approve it. That new package has an example directory with a scene that includes an object using a callback on the same GameObject and a callback on another GameObject so hopefully that will demonstrate how to use them. Let me know if it’s still unclear.

  31. Quentin Holmes
    April 20, 2011 at 12:54 am | #56

    Awesome thanks!

    • Quentin Holmes
      April 20, 2011 at 8:09 pm | #57

      David,

      I sent you a message… i can not get anything you sent me to work.. not sure if i messed it up on my end or not? was it a different version?

  32. LaoLi
    April 25, 2011 at 6:03 pm | #58

    it is really perfect for me!many thanks, man

  33. July 21, 2011 at 9:15 am | #59

    Dear sir
    This is a good tool for me.But I can not catch the iTweenEvent time.
    I want to change the path length and time get change.
    So please tell me the way to solve the problem
    Very thanks…

    • dkoontz
      July 26, 2011 at 2:23 am | #60

      I don’t really understand this question.

  34. CBowman
    August 25, 2011 at 11:20 am | #61

    Install from the asset store. Immediately get this warning. Assets/Editor/iTweenEventDataEditor.cs(308,82): warning CS0618: `UnityEditor.EditorGUILayout.ObjectField(UnityEngine.Object, System.Type, params UnityEngine.GUILayoutOption[])’ is obsolete: `Check the docs for the usage of the new parameter ‘allowSceneObjects’.’
    Will not show up in the Component drop down.
    Cannot get to work
    Using Unity 3.4 pro

    • dkoontz
      August 25, 2011 at 2:45 pm | #62

      That warning appears on many components authored before Unity 3.4, it can be safely ignored. If the iTween item is not showing up in the menu, (it seems to disappear and reappear at random), then you can just drag the iTweenEvent script onto whatever object you want to attach it to. The editor will still show up.

  35. Andy
    December 27, 2011 at 11:31 pm | #63

    I’m using Unity 3.5 beta with iTweenPath & iTween & while target Flash I get some undefined when they try the compile (Java 7 Update 2):

    StagingArea\Data\ConvertedDotNetCode\global\iTween_Defaults.as(9): col: 9 Error: The static attribute may be used only on definitions inside a class.

    (Error: 1 Filename: StagingArea\Data\ConvertedDotNetCode\global\iTween_Defaults.as Line: 9)

    StagingArea\Data\ConvertedDotNetCode\global\iTween_CRSpline.as(16): col: 13 Error: Call to a possibly undefined method CLIArray_Copy_CLIArray_CLIArray_Int32 through a reference with static type Class.

    (Error: 1 Filename: StagingArea\Data\ConvertedDotNetCode\global\iTween_CRSpline.as Line: 16)

    StagingArea\Data\ConvertedDotNetCode\global\iTweenEvent.as(99): col: 37 Error: Access of undefined property Enumerable.

    (Error: 1 Filename: StagingArea\Data\ConvertedDotNetCode\global\iTweenEvent.as Line: 99)

    StagingArea\Data\ConvertedDotNetCode\global\iTweenEvent.as(15): col: 20 Error: Definition System.Linq:Enumerable could not be found.

    (Error: 1 Filename: StagingArea\Data\ConvertedDotNetCode\global\iTweenEvent.as Line: 15)

    Error building Player: Exception: Compiling SWF Failed:

    Loading configuration file C:\Program Files (x86)\Beta\Unity\Editor\Data\PlaybackEngines\flashsupport\BuildTools\flex\frameworks\flex-config.xml

    StagingArea\Data\ConvertedDotNetCode\global\iTween_Defaults.as(9): col: 9 Error: The static attribute may be used only on definitions inside a class.

    public static class iTween_Defaults extends CLIObject {

    ^

    StagingArea\Data\ConvertedDotNetCode\global\iTween_CRSpline.as(16): col: 13 Error: Call to a possibly undefined method CLIArray_Copy_CLIArray_CLIArray_Int32 through a reference with static type Class.

    CLIArray.CLIArray_Copy_CLIArray_CLIArray_Int32($pts, this.CRSpline$pts$, $pts.Length);

    ^

    StagingArea\Data\ConvertedDotNetCode\global\iTweenEvent.as(99): col: 37 Error: Access of undefined property Enumerable.

    var $iTweenEvent: iTweenEvent = Enumerable.Enumerable_FirstOrDefault$1$1_IEnumerable$1_Func$2($components, (function($tween: iTweenEvent): Boolean {

    ^

    StagingArea\Data\ConvertedDotNetCode\global\iTweenEvent.as(15): col: 20 Error: Definition System.Linq:Enumerable could not be found.

    import System.Linq.Enumerable;

    ^

    (Filename: Line: -1)

    - starting compile Library/ScriptAssemblies/Assembly-CSharp.dll, for buildtarget 18

    *** Cancelled ‘Build.Player.FlashSupport’ in 32 seconds

    - Finished compile Library/ScriptAssemblies/Assembly-CSharp.dll
    - starting compile Library/ScriptAssemblies/Assembly-CSharp-Editor.dll, for buildtarget 18

    • Andy
      December 27, 2011 at 11:47 pm | #64

      Sorry about that I was looking for another problem & found that iTween has been updated for Flash

  36. ifreenow
    January 12, 2012 at 9:45 pm | #65

    Hello, I had fixed the warning about “ObjectField”, and it already be tested in unity 3.4.2.
    I use version check and reflection to avoid warning. You can look it at https://github.com/ifreedom/iTween-Visual-Editor.

  37. Joanna
    May 8, 2012 at 7:06 pm | #66

    Hi there,

    I’d like to be able to script positions and other parameters apart from having an initial iTweenEvent component on my GameObject. How can I access and update these parameters via iTweenEvent?

    • dkoontz
      May 9, 2012 at 1:07 pm | #67

      The iTweenEvent just starts an iTween playing. I’m not sure what parameters you’re talking about that aren’t exposed via the iTweenEvent.

  38. noah
    June 28, 2012 at 3:09 pm | #68

    hey , I’m using the iTween visual editor and what ever object i have the script on just sinks into the ground, someone please help

  39. Nicholas
    September 19, 2012 at 9:36 am | #69

    Hi, could I check if the ValueTo() tween is going to be made available in the Visual Editor?

    • dkoontz
      September 19, 2012 at 12:46 pm | #70

      ValueTo was not included because there’s no way to use ValueTo without writing code to apply the value to whatever it is you’re tweening. As as result, doing iTween.ValueTo directly is almost certainly easier that using a visual editor. If you have a really compelling use case for ValueTo to be part of the visual editor I’d be happy to hear it though.

  40. Udasan
    November 16, 2012 at 7:32 pm | #71

    Hi, I found a bit of a problem at EventParamMappings.cs:663, that “ShakePosition” has no “space” parameter and has “islocal” parameter. Thank you for cool tool!

  41. Archer
    August 4, 2013 at 8:05 am | #72

    Hi, the tools is great to me. However, I got a problem that I add the itween event to a prefab, the name assigned will be disappear(reset to nothing) when I reopen the preoject. How can I solve it? Thanks!

  42. ki
    August 13, 2013 at 2:03 pm | #73

    Hi when i set to prefab he say that’s !

    NullReferenceException: Object reference not set to an instance of an object
    iTween.CallBack (System.String callbackType) (at Assets/Plugins/iTween.cs:7040)
    iTween.TweenStart () (at Assets/Plugins/iTween.cs:4594)
    iTween+c__Iterator2.MoveNext () (at Assets/Plugins/iTween.cs:6555)

    NullReferenceException: Object reference not set to an instance of an object
    iTween.LateUpdate () (at Assets/Plugins/iTween.cs:6598)

    he get trick vs this plz ? is can be usefull thank’s !:)

  43. Dean Hsu
    September 7, 2013 at 7:57 am | #74

    Thanks for your contribution! Sincerely!

  44. September 24, 2013 at 6:54 am | #75

    Just thought I would say thanks. Visual Actions works flawlessly with iTweens, thanks to this Visual Editor. Watch the video for yourself:

    https://vimeo.com/74387470
    https://vimeo.com/74431994

    Kind regards,
    Sajid Farooq

  45. NOW
    January 24, 2014 at 5:49 am | #76

    3ks a lot for your work on this visual tool.It’s so easy to use!!

    • NOW
      January 24, 2014 at 7:14 am | #77

      There’s a little disappointment that real-time value changes cannot display in the ‘Game View’ realtimely. How about this suggestion? I look for your reply.

  1. February 5, 2011 at 9:10 am | #1
  2. February 10, 2011 at 5:43 pm | #2
  3. April 7, 2011 at 9:48 am | #3
  4. April 22, 2011 at 9:41 pm | #4
  5. May 6, 2011 at 9:20 am | #5
  6. May 12, 2011 at 9:10 am | #6
  7. October 17, 2012 at 7:24 pm | #7

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