![]() ![]() Change values and duration while playing Change a tween's start/end values or duration at any moment, even while playing. Paths Animate stuff along both linear and curved paths, with additional options for the orientation of your traveling agents. Blendable tweens Some tweens can blend between each other in realtime, thanks to powerful DOBlendable shortcuts. Grouping Combine tweens into Sequences to create complex animations (which don't need to be in a, uh, sequence: they can also overlap each other). ![]() Full control Play, Pause, Rewind, Restart, Complete, Goto and tons of other useful methods to control your tweens. Snapping, axis constraints and other options Choose additional options on how to tween your values, like snapping (snaps values to integers) or axis constraints. Modules You can activate/deactivate references to Unity's systems (physics/audio/UI/etc) via DOTween Modules. It can even animate strings, with support for rich-text. Animate everything (almost) DOTween can animate every numeric value and also some non-numeric ones. Logical and easy to use API An API made to boost efficiency, intuitiveness and ease of use. This means that 1000 loops of 1 second each will play exactly as long as a single loop of 1000 seconds. Transform.DOPause() Extremely accurate Time is calculated in a very precise way. Scale the Y of a transform to 3 in 1 second Move a transform to position 1,2,3 in 1 second Shortcuts Shortcut extensions that directly extend common objects like this: Also, everything is type-safe: no strings anywhere. IntelliSense and type-safety All code is complete with XML comments and organized to get the most out of IntelliSense. Windows Phone, UWP (only via IL2CPP starting from v1.2.055), PS Vita (PSM), PlayStation, Xbox, Nintendo Switch + more (didn't test additional platforms but it should work everywhere except with the discontinued Flash export) Features Speed and efficiency Not only very fast, but also very efficient: everything is cached and reused to avoid useless GC allocations. Win, Mac, Linux, Unity WebPlayer, WebGL, iOS, Android, But i guess are you calling it yourself from somewhere else? Than it is very misleading and should be renamed.DOTween is compatible with Unity versions 2022 to 5.6.7. There are more things wrong with your code If a tag is missing, you just add it at the end.Īlso you have to ignore start-tags. To resolve this, you can parse the text (every time you extract a part) and check if you are missing a closing tag. This text is missing a closing -tag and wont be parsed as RichText by the UI.Text component: You find more about supported RichtText in Unity's documentation. Nevertheless I assume you are setting invalid tags as text as you iterate through your string. Also it is not clear wich UI component you use. Your description is not clear as you are missing some characters and don't give your example bodyText. I expected the result to be that the text is outputted in the color of my choice, but instead it was printed with the and and then updated to show the color IEnumerator TypeSentance(string sentance)įoreach (char letter in sentance.ToCharArray()) Second Script public class GameCode : MonoBehaviour First Script public class DataBlock : ScriptableObject This also made it so the TypeSentance Coroutine to print out the and around the text before updating a second later. This caused the TypeSentance Coroutine to type out the sentance pulled from the scriptable object. I then put and around the word I wanted to change. Inside the DataBlock Scriptable object, ive typed the sentance i want into the text area. Is there any way to make it so the text is typed with the color in effect? is there an asset that lets me change colors of certain words in unity? Any help would be appreciated! The issue is, the sentence is being typed and then updated in the ui to show the color, so for a brief second, are shown until the text changes green. I've also looked and found something called Rich Text and Markup, which allows me to color my text with different colors while leaving the rest white. This allows me to type one letter at a time to my screen. Right now, I have my normal white text being typed to the screen using the. For my game, I wish to have a dialogue system where some words in the dialogue are colored differently. ![]()
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