ITWEEN Documentation

 

 

ITWEEN Documentation

 

 

 

 

 




 

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

 

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