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#_AudioFrom_BACK_TO
#_AudioTo_BACK_TO
AudioUpdate
CameraFadeAdd
CameraFadeDepth
CameraFadeDestroy
CameraFadeSwap
CameraFadeFrom
CameraFadeTo
CameraTexture
ColorFrom
ColorTo
ColorUpdate
Count
DrawLine
DrawLineGizmos
DrawLineHandles
DrawPath
DrawPathGizmos
DrawPathHandles
PathLength
EaseType
FadeFrom
FadeTo
FadeUpdate
FloatUpdate
Hash
Init
LookFrom
LookTo
LookUpdate
LoopType
MoveAdd
MoveBy
MoveFrom
MoveTo
MoveUpdate
Pause
PunchPosition
PunchRotation
PunchScale
PutOnPath
PointOnPath
RectUpdate
Resume
RotateAdd
RotateBy
RotateFrom
RotateTo
RotateUpdate
ScaleAdd
ScaleBy
ScaleFrom
ScaleTo
ScaleUpdate
ShakePosition
ShakeRotation
ShakeScale
Stab
Stop
StopByName
ValueTo
Vector2Update
Vector3Update
AudioFrom BACK TO TOP
Instantly changes an AudioSource's volumeand pitch then returns it to it's starting volume and pitch over time. DefaultAudioSource attached to GameObject will be used (if one exists) if notsupplied.
- AudioFrom(GameObject target, float volume, float pitch, float time)
- AudioFrom(GameObject target, Hashtable args)
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 |
AudioTo BACK TO TOP
Fades volume and pitch of an AudioSource.Default AudioSource attached to GameObject will be used (if one exists) if notsupplied.
- AudioTo(GameObject target, float volume, float pitch, float time)
- AudioTo(GameObject target, Hashtable args)
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 |
AudioUpdate BACK TO TOP
Similar to AudioTo but incredibly lessexpensive for usage inside the Update function or similar looping situationsinvolving a "live" set of changing values. Does not utilize anEaseType.
- AudioUpdate(GameObject target, float volume, float pitch, float time)
- AudioUpdate(GameObject target, Hashtable args)
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 |
CameraFadeAdd BACK TO TOP
Creates a GameObject (if it doesn't exist)at the supplied depth that can be used to simulate a camera fade. If you don'tchoose to supply a Texture2D a black CameraFade with be created. If you don'tsupply a depth the default depth of 999999 will be used.
Returns a GameObject reference to thecreate CameraFade to allow additional customization such as its layer to ensureproper stacking.
- CameraFadeAdd()
- CameraFadeAdd(Texture2D texture)
- CameraFadeAdd(Texture2D texture, int depth)
CameraFadeDepth BACK TO TOP
Changes a camera fade's depth.
- CameraFadeDepth(int depth)
CameraFadeDestroy BACK TO TOP
Removes and destroys a camera fade.
- CameraFadeDestroy()
CameraFadeSwap BACK TO TOP
Changes the camera fade's texture.
- CameraFadeSwap(Texture2D texture)
CameraFadeFrom BACK TO TOP
Instantly changes the amount(transparency)of a camera fade and then returns it back over time.
- CameraFadeFrom(float amount, float time)
- CameraFadeFrom(Hashtable args)
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 |
CameraFadeTo BACK TO TOP
Changes the amount(transparency) of acamera fade over time.
- CameraFadeTo(float amount, float time)
- CameraFadeTo(Hashtable args)
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 |
CameraTexture BACK TO TOP
Creates and returns a full-screen Texture2Dfor use with CameraFade.
- CameraTexture(Color color)
ColorFrom BACK TO TOP
Changes a GameObject's color valuesinstantly then returns them to the provided properties over time. If a Light,GUIText or GUITexture component is attached, it will become the target of theanimation.
- ColorFrom(GameObject target, Hashtable args)
- ColorFrom(GameObject target, Color color, float time)
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 |
ColorTo BACK TO TOP
Changes a GameObject's color values overtime. If a Light, GUIText or GUITexture component is attached, they will becomethe target of the animation.
- ColorTo(GameObject target, Hashtable args)
- ColorTo(GameObject target, Color color, float time)
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 |
ColorUpdate BACK TO TOP
Similar to ColorTo but incredibly lessexpensive for usage inside the Update function or similar looping situationsinvolving a "live" set of changing values. Does not utilize anEaseType.
- ColorUpdate(GameObject target, Color color, float time)
- ColorUpdate(GameObject target, Hashtable args)
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 |
Count BACK TO TOP
Returns integer of iTweens.
- Count() Count all iTweens in current scene
- Count(string type) Count all iTweens in current scene of a particular type
- Count(GameObject target) Count all iTweens on a GameObject
- Count(GameObject target, string type) Count all iTweens on a GameObject of a particular type
DrawLine BACK TO TOP
When called from an OnDrawGizmos() functionit will draw a line through the provided array of Vector3 or Transforms.
- DrawLine(Vector3[] path)
- DrawLine(Vector3[] path, Color color)
- DrawLine(Transform[] path)
- DrawLine(Transform[] path,Color color)
DrawLineGizmos BACK TO TOP
Draws a line through the provided array ofVector3s or Transforms with Gizmos.DrawLine(). Identical to DrawLine()
- DrawLineGizmos(Vector3[] path)
- DrawLineGizmos(Vector3[] path, Color color)
- DrawLineGizmos(Transform[] path)
- DrawLineGizmos(Transform[] path,Color color)
DrawLineHandles BACK TO TOP
Draws a line through the provided array ofVector3s or Transforms with Handles.DrawLine().
- DrawLineHandles(Vector3[] path)
- DrawLineHandles(Vector3[] path, Color color)
- DrawLineHandles(Transform[] path)
- DrawLineHandles(Transform[] path,Color color)
DrawPath BACK TO TOP
When called from an OnDrawGizmos() functionit will draw a curved path through the provided array of Vector3 or Transforms.
- DrawPath(Vector3[] path)
- DrawPath(Vector3[] path, Color color)
- DrawPath(Transform[] path)
- DrawPath(Transform[] path,Color color)
DrawPathGizmos BACK TO TOP
Draws a curved path through the providedarray of Vector3s or Transforms with Gizmos.DrawLine(). Identical to DrawPath()
- DrawPathGizmos(Vector3[] path)
- DrawPathGizmos(Vector3[] path, Color color)
- DrawPathGizmos(Transform[] path)
- DrawPathGizmos(Transform[] path,Color color)
DrawPathHandles BACK TO TOP
Draws a curved path through the providedarray of Vector3s or Transforms with Handles.DrawLine().
- DrawPathHandles(Vector3[] path)
- DrawPathHandles(Vector3[] path, Color color)
- DrawPathHandles(Transform[] path)
- DrawPathHandles(Transform[] path,Color color)
PathLength BACK TO TOP
Returns the length of a curved path drawnthrough the provided array of Vector3 or Transforms
- PathLength(Vector3[])
- PathLength(Transform[])
EaseType BACK TO TOP
An enumeration of the type of easing to usebased on RobertPenner's open source easing equations.
Here's a good reference for what you canexpect from each ease type (just click to animate the ball): here.
- easeInQuad
- easeOutQuad
- easeInOutQuad
- easeInCubic
- easeOutCubic
- easeInOutCubic
- easeInQuart
- easeOutQuart
- easeInOutQuart
- easeInQuint
- easeOutQuint
- easeInOutQuint
- easeInSine
- easeOutSine
- easeInOutSine
- easeInExpo
- easeOutExpo
- easeInOutExpo
- easeInCirc
- easeOutCirc
- easeInOutCirc
- linear
- spring
- easeInBounce
- easeOutBounce
- easeInOutBounce
- easeInBack
- easeOutBack
- easeInOutBack
- easeInElastic
- easeOutElastic
- easeInOutElastic
FadeFrom BACK TO TOP
Changes a GameObject's alpha valueinstantly then returns it to the provided alpha over time. If a Light, GUITextor GUITexture component is attached, it will become the target of theanimation. Identical to using ColorFrom and using the "a" parameter.
- FadeFrom(GameObject target, Hashtable args)
- FadeFrom(GameObject target, float alpha, float time)
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 |
FadeTo BACK TO TOP
Changes a GameObject's alpha value overtime. If a Light, GUIText or GUITexture component is attached, it will becomethe target of the animation. Identical to using ColorTo and using the"a" parameter.
- FadeTo(GameObject target, Hashtable args)
- FadeTo(GameObject target, float alpha, float time)
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 |
FadeUpdate BACK TO TOP
Similar to FadeTo but incredibly lessexpensive for usage inside the Update function or similar looping situationsinvolving a "live" set of changing values. Does not utilize anEaseType.
- FadeUpdate(GameObject target, Hashtable args)
- FadeUpdate(GameObject target, float alpha, float time)
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 |
FloatUpdate BACK TO TOP
Returns a float that is eased between acurrent and target value by the supplied speed.
- FloatUpdate(float currentValue, float targetValue, float speed) : float
Hash BACK TO TOP
Universal interface to help in the creationof Hashtables. Especially useful for C# users.
- Hash(params object[] args)
Init BACK TO TOP
Sets up a GameObject to avoid hiccups whenan initial iTween is added. It's advisable to run this on every object youintend to run iTween on in its Start or Awake.
- Init(GameObject target)
LookFrom BACK TO TOP
Instantly rotates a GameObject to look atthe supplied Vector3 then returns it to it's starting rotation over time.
- LookFrom(GameObject target, Vector3 looktarget, float time)
- LookFrom(GameObject target, Hashtable args)
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 |
LookTo BACK TO TOP
Rotates a GameObject to look at a suppliedTransform or Vector3 over time.
- LookTo(GameObject target, Vector3 looktarget, float time)
- LookTo(GameObject target, Hashtable args)
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 |
LookUpdate BACK TO TOP
Rotates a GameObject to look at a suppliedTransform or Vector3 over time.
- LookUpdate(GameObject target, Hashtable args)
- LookUpdate(GameObject target, Vector3 looktarget, float 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 |
LoopType BACK TO TOP
An enumeration of the type of loop (if any)to use.
- none = Do not loop.
- loop = Rewind and replay.
- pingPong = Ping pong the animation back and forth.
MoveAdd BACK TO TOP
Translates a GameObject's position overtime.
- MoveAdd(GameObject target, Vector3 amount, float time)
- MoveAdd(GameObject target, Hashtable args)
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 |
MoveBy BACK TO TOP
Adds the supplied coordinates to aGameObject's position.
- MoveBy(GameObject target, Vector3 amount, float time)
- MoveBy(GameObject target, Hashtable args)
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 |
MoveFrom BACK TO TOP
Instantly changes a GameObject's positionto a supplied destination then returns it to it's starting position over time.
- MoveFrom(GameObject target, Vector3 position, float time)
- MoveFrom(GameObject target, Hashtable args)
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 |
MoveTo BACK TO TOP
Changes a GameObject's position over timeto a supplied destination.
- MoveTo(GameObject target, Vector3 position, float time)
- MoveTo(GameObject target, Hashtable args)
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 |
MoveUpdate BACK TO TOP
Similar to MoveTo but incredibly lessexpensive for usage inside the Update function or similar looping situationsinvolving a "live" set of changing values. Does not utilize anEaseType.
- MoveUpdate(GameObject target, Vector3 position, float time)
- MoveUpdate(GameObject target, Hashtable args)
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 |
Pause BACK TO TOP
Pauses iTweens.
If an iTween is established with"ignoreTimeScale" set to true pause will not currently work. (Sorry)
- Pause(GameObject target) Pause all iTweens on a GameObject.
- Pause(GameObject target, bool includechildren) Pause all iTweens on a GameObject including its children.
- Pause(GameObject target, string type) Pause all iTweens on a GameObject of a particular type.
- Pause(GameObject target, string type, bool includechildren) Pause all iTweens on a GameObject of a particular type including its children.
- Pause() Pause all iTweens in scene.
PunchPosition BACK TO TOP
Applies a jolt of force to a GameObject'sposition and wobbles it back to its initial position.
- PunchPosition(GameObject target, Vector3 amount, float time)
- PunchPosition(GameObject target, Hashtable args)
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 |
PunchRotation BACK TO TOP
Applies a jolt of force to a GameObject'srotation and wobbles it back to its initial rotation. NOTE: Due to the wayiTween utilizes the Transform.Rotate method, PunchRotation works best withsingle axis usage rather than punching with a Vector3.
- PunchRotation(GameObject target, Vector3 amount, float time)
- PunchRotation(GameObject target, Hashtable args)
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 |
PunchScale BACK TO TOP
Applies a jolt of force to a GameObject'sscale and wobbles it back to its initial scale.
- PunchScale(GameObject target, Vector3 amount, float time)
- PunchScale(GameObject target, Hashtable args)
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 |
PutOnPath BACK TO TOP
Puts a GameObject on a path at the providedpercentage
- PutOnPath(GameObject target, Vector3[] path, float percent)
- PutOnPath(GameObject target, Transform[] path, float percent)
- PutOnPath(Transform target, Vector3[] path, float percent)
- PutOnPath(Transform target, Transform[] path, float percent)
PointOnPath BACK TO TOP
Returns a Vector3 position on a path at theprovided percentage.
- PointOnPath(Transform[] path, float percent)
- PointOnPath(Vector3[] path, float percent)
RectUpdate BACK TO TOP
Returns a Rect that is eased between acurrent and target value by the supplied speed.
- RectUpdate(Rect currentValue, Rect targetValue, float speed) : Rect
Resume BACK TO TOP
Resumes iTweens.
- Resume(GameObject target) Resume all iTweens on a GameObject
- Resume(GameObject target, bool includechildren) Resume all iTweens on a GameObject including its children.
- Resume(GameObject target, string type) Resume all iTweens on a GameObject of a particular type.
- Resume(GameObject target, string type, bool includechildren) Resume all iTweens on a GameObject of a particular type including its children.
- Resume() Resume all iTweens in scene.
RotateAdd BACK TO TOP
Adds supplied Euler angles in degrees to aGameObject's rotation over time.
- RotateAdd(GameObject target, Vector3 amount, float time)
- RotateAdd(GameObject target, Hashtable args)
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 |
RotateBy BACK TO TOP
Multiplies supplied values by 360 androtates a GameObject by calculated amount over time.
- RotateBy(GameObject target, Vector3 amount, float time)
- RotateBy(GameObject target, Hashtable args)
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 |
RotateFrom BACK TO TOP
Instantly changes a GameObject's Eulerangles in degrees then returns it to it's starting rotation over time.
- RotateFrom(GameObject target, Vector3 rotation, float time)
- RotateFrom(GameObject target, Hashtable args)
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 |
RotateTo BACK TO TOP
Rotates a GameObject to the supplied Eulerangles in degrees over time.
- RotateTo(GameObject target, Vector3 rotation, float time)
- RotateTo(GameObject target, Hashtable args)
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 |
RotateUpdate BACK TO TOP
Similar to RotateTo but incredibly lessexpensive for usage inside the Update function or similar looping situationsinvolving a "live" set of changing values. Does not utilize anEaseType.
- RotateUpdate(GameObject target, Hashtable args)
- RotateUpdate(GameObject target, Vector3 rotation, float time)
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 |
ScaleAdd BACK TO TOP
Adds to a GameObject's scale over time.
- ScaleAdd(GameObject target, Vector3 amount, float time)
- ScaleAdd(GameObject target, Hashtable args)
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 |
ScaleBy BACK TO TOP
Multiplies a GameObject's scale over time.
- ScaleBy(GameObject target, Vector3 amount, float time)
- ScaleBy(GameObject target, Hashtable args)
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 |
ScaleFrom BACK TO TOP
Instantly changes a GameObject's scale thenreturns it to it's starting scale over time.
- ScaleFrom(GameObject target, Vector3 scale, float time)
- ScaleFrom(GameObject target, Hashtable args)
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 |
ScaleTo BACK TO TOP
Changes a GameObject's scale over time.
- ScaleTo(GameObject target, Vector3 scale, float time)
- ScaleTo(GameObject target, Hashtable args)
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 |
ScaleUpdate BACK TO TOP
Similar to ScaleTo but incredibly lessexpensive for usage inside the Update function or similar looping situationsinvolving a "live" set of changing values. Does not utilize anEaseType.
- ScaleUpdate(GameObject target, Vector3 scale, float time)
- ScaleUpdate(GameObject target, Hashtable args)
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 |
ShakePosition BACK TO TOP
Randomly shakes a GameObject's position bya diminishing amount over time.
- ShakePosition(GameObject target, Vector3 amount, float time)
- ShakePosition(GameObject target, Hashtable args)
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 |
ShakeRotation BACK TO TOP
Randomly shakes a GameObject's rotation bya diminishing amount over time.
- ShakeRotation(GameObject target, Vector3 amount, float time)
- ShakeRotation(GameObject target, Hashtable args)
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 |
ShakeScale BACK TO TOP
Randomly shakes a GameObject's scale by adiminishing amount over time.
- ShakeScale(GameObject target, Vector3 amount, float time)
- ShakeScale(GameObject target, Hashtable args)
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 |
Stab BACK TO TOP
Plays an AudioClip once based on suppliedvolume and pitch and following any delay. AudioSource is optional as iTweenwill provide one.
- Stab(GameObject target, AudioClip audioclip, float delay)
- Stab(GameObject target, Hashtable args)
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 BACK TO TOP
Stop iTweens.
Please note that as a result of how Unitythreads 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 Stopin key/mouse down and any new iTween calls on key/mouse up as iTween follows astrict and self imposed "DDD" (Doesn't Destroy Duplicates).
- Stop() Stop and destroy all Tweens in current scene
- Stop(string type) Stop and destroy all iTweens in current scene of a particular type.
- Stop(GameObject target) Stop and destroy all iTweens on a GameObject.
- Stop(GameObject target, bool includechildren) Stop and destroy all iTweens on a GameObject including its children.
- Stop(GameObject target, string type) Stop and destroy all iTweens on a GameObject of a particular type.
- Stop(GameObject target, string type, bool includechildren) Stop and destroy all iTweens on a GameObject of a particular type including its children.
StopBy Name BACK TO TOP
Stop iTweens by name.
Please note that as a result of how Unitythreads 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 Stopin key/mouse down and any new iTween calls on key/mouse up as iTween follows astrict and self imposed "DDD" (Doesn't Destroy Duplicates).
- StopByName(string name) Stop and destroy and Tweens in current scene with the supplied name
ValueTo BACK TO TOP
Returns a value to a callback methodinterpolated between the supplied 'from' and 'to' values for application asdesired. Requires an 'onupdate' callback that accepts the same type as thesupplied 'from' and 'to' properties.
- ValueTo(GameObject target, Hashtable args)
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 |
Vector2Update BACK TO TOP
Returns a Vector2 that is eased between acurrent and target value by the supplied speed.
- Vector2Update(Vector2 currentValue, Vector2 targetValue, float speed) : Vector2
Vector3Update BACK TO TOP
Returns a Vector3 that is eased between acurrent and target value by the supplied speed.
- Vector3Update(Vector3 currentValue, Vector3 targetValue, float speed) : Vector3