dotween | HOTween v2 | Animation library

 by   Demigiant C# Version: v1.2.705 License: Non-SPDX

kandi X-RAY | dotween Summary

kandi X-RAY | dotween Summary

dotween is a C# library typically used in User Interface, Animation, Unity applications. dotween has no bugs, it has no vulnerabilities and it has medium support. However dotween has a Non-SPDX License. You can download it from GitHub.

A Unity C# animation/tween engine. HOTween v2 Developed by Daniele Giardini - Check the docs on DOTween's website -

            kandi-support Support

              dotween has a medium active ecosystem.
              It has 2004 star(s) with 323 fork(s). There are 99 watchers for this library.
              It had no major release in the last 6 months.
              There are 248 open issues and 362 have been closed. On average issues are closed in 135 days. There are 4 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of dotween is v1.2.705

            kandi-Quality Quality

              dotween has 0 bugs and 0 code smells.

            kandi-Security Security

              dotween has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              dotween code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              dotween has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              dotween releases are not available. You will need to build from source code and install.
              It has 36421 lines of code, 0 functions and 534 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            dotween Key Features

            No Key Features are available at this moment for dotween.

            dotween Examples and Code Snippets

            No Code Snippets are available at this moment for dotween.

            Community Discussions


            How do I flip the gameobject at every Dotween loop?
            Asked 2022-Jan-18 at 08:20
                .DOPath(path, animDuration, pathType, pathMode, 10).SetLoops(-1, LoopType.Yoyo)


            Answered 2022-Jan-18 at 08:20

            DoTween has OnStepComplete().


            Sets a callback that will be fired each time the tween completes a single loop cycle (meaning that, if you set your loops to 3, OnStepComplete will be called 3 times, contrary to OnComplete which will be called only once at the very end). More...



            Why is lambda expression used in DOTween?
            Asked 2022-Jan-12 at 15:06

            I'm using a lambda expression in my C# script in my Unity project to call a function with a parameter when a DOTween callback is called.

            It simply looks like this: animation.OnComplete(() => DestroyOnCompleted(children));

            It works just fine, but I am note sure why a lambda expression is used in this case. I know it has something to do with delegates, but other than that, I'm not too sure; and I would like to explain it to my exam, if I get asked about it.

            Could anyone enlighten me? :-)



            Answered 2022-Jan-12 at 14:53

            Why not? ;)

            I don't know that API too much but it seems like it is simply expecting something like



            When does DOTween.To() happen in Unity's "Order of execution for event functions"
            Asked 2021-Aug-22 at 08:54

            I have read Unity's Order of execution for event functions.
            Now I want to use DOTween.
            So I have a question. When does DOTween.To() happen in Unity's "Order of execution for event functions"?
            Does it happens in "Update" or "yield return null" or other event?



            Answered 2021-Aug-22 at 08:54

            You can simply look this up in the source code

            DOTween doesn't use Coroutines in the background but rather reproduces their behavior itself.

            Basically it is happening in TweenManager.Update which is called by the DOTweenComponent in multiple places (Update, LateUpdate and FixedUpdate)

            So basically it depends which update type a certain Tweener uses which is what is returned by DOTween.To



            Killing the current DoTween sequence
            Asked 2021-Mar-22 at 08:45

            I am trying to run a DoTween and it runs well but when I want to stop it, it does not stop at all, it keeps running till it finishes. I am using the DoTween Sequence to kill it but somehow it is not working. What is the issue?



            Answered 2021-Mar-19 at 13:47

            Apart from the fact that your code uses undeclared variables (like ShouldLerp_) and on pressing 'T' you call a different method than is shown in your excerpt, I'll assume your LerpToThis call also tweens using DOTween.To, but when you try to stop tweening you call mySequence.Kill() even though that sequence isn't the thing that is doing the tweening. So that's why the tween doesn't stop.

            Call Kill() on the result of the DOTween.To() call, or give that tween an Id and call DOTween.Kill(id) instead.



            Hover over one button affects other button as well
            Asked 2021-Feb-26 at 18:07

            I have two buttons like so:

            I am using DOTween so that when I hover over the button it highlights by enlarging slightly and tweens into it to look smooth. However, I have two separate scripts attached for each button which do exactly the same thing but when I hover over one of the buttons the other button also enlarges. I've tried using the buttons under the same canvas which didn't work. So then I tried using two canvases for separate buttons and it still the same issue. Looks like this:

            My code is in different scripts for each button but exactly the same:



            Answered 2021-Feb-26 at 18:07

            Code checks if you are over any UI object, so any script will react.

            You should use



            So it will only react to the object to which it is attached to. Note that the Image or Button component needs to be on same object.



            Unity DOTween UI scale yoyo effect
            Asked 2020-Nov-05 at 09:10

            I'm having a problem in creating a yoyo scaling effect with DOTween. I have tried using DoScale, DOScaleShake and DOPunchScale. None seem to work. The rotation that I made works just fine, but I need it to scale as well and that is something I somehow cannot create.

            Here is the current code



            Answered 2020-Nov-05 at 08:26

            What you're probably looking for is something like this. Sequences shouldn't be created in update every frame because then it means you're applying several sequences on this object every second.

            Instead, you want to create the sequence in another function such as Awake or Start. You mentioned that you want it to Yoyo but you need to supply that when you set the number of loops it does. I recommend looking at the documentation for more information:

            Here, I've set loop amount to be -1, which means it infinitely loops. You need to add .Join instead of .Append so the two tweens occur at the same time.



            Scale in modal UI prefab in Unity
            Asked 2020-Sep-06 at 12:20

            I'm developing a learning game in Unity that has many UI elements. Sometimes I need to show up a modal, which is an instance of a prefab and I want to add a zoom in effect. I have tried with DOTween with the following code:



            Answered 2020-Sep-05 at 21:33

            You could use animations for the zoom effect. Just change the scale of the Modal prefab from 0 to 1 when activating and vice versa.



            How to rotate a Globe, So that when selecting a position on globe using mouse click on it don't tilt the Globe sideways?
            Asked 2020-Jan-29 at 05:34

            I have achieved Globe rotating on mouse click on any particular panel on the Globe and the panel position gets in the Center of the Camera on click but the problem is Globe travels the shortest distance between the two points (Camera Center and Next Position on Globe).

            As per the image currently Globe jumps to next position and tilts like this

            As per this Image I need Globe to result in this rotation where NorthPole and SouthPole remains at their side looking through the camera.



            Answered 2020-Jan-29 at 05:34

            Explanations are in the comments:


            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


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            Install dotween

            You can download it from GitHub.


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