iTween Visual Editor

Hello everyone, I’m releasing today my iTween Visual Editor for Unity 3. You can read all about what it can do and download it here. The short version is that you can take a GameObject, attach an iTweenEvent to it and then using the custom editor set up the tween properties and you get all the power and flexibility of iTween with zero code required. It’s all free as in both beer and speech, licensed under the MIT license so I’d appreciate any feedback or suggestions (or improvements!).

David Koontz

Really interesting man, I´m surprised there are no replies yet. Good job.

Hello dkoontz,

Yes Great Job!!!

I do have a question if you dont mind?

if I uncheck the play automatically How would I call that itween event that was created with the iTween Editor, via code?

Im just unsure of how to make the connection of that itween event that was created using the iTween visual editor, with a script that I create.

Is there any chance you could do a simple button press example or GetKeyDown example? I hope I explained it right

Well I thought I could figure it out But Still no luck :frowning:

I tried this:

function Update () 
{
	
		
	if(Input.GetKeyDown("a"))
	{
		iTween.Stop();
		print("A is stopped");
		//iTween.Resume(gameObject);		
	}
	
	if(Input.GetKeyUp("a"))
	
	{
		iTween.Resume();
		print("A is now active");
	}
}

But dont know how to call the tweens That were created with the Tween Editor?

The documentation on iTween says when using key presses add a stop and then any new iTweens after that, but that means the ones in the Editor are deleted?

Hmm… Yeah I cant figure out how to make the connection. Is there any smart fellas out there that know how to call the Itween Events created with the Visual iTween Editor from a script?

I thought if I did something like below it would work but Just not sure how to call iTween to play tweens that are on the object and Play Automatically is turned off?

function Update () 
{
	
		
	if(Input.GetKeyDown("a"))
	{
		iTween.Resume(gameObject);		
	}
}

This is just totally Awesome ! Thanks, you just got a rid of lots of my scripts i won’t need now !

zeek: there’s a Play method on the iTweenEvent component that will start the tween.

Ullukai: that’s exactly why I wrote it, glad it’s helping out.

Thank you very much!

THis is pretty awesome. Thanks. Should save some time for the programmer on our game. I can do some of the “tweens” and save him the trouble :slight_smile:

Thanks for making it free!

Thanks a lot, I love it!

Hi,

thanks very much for this, I’m pretty sure its very useful.

But I have some problems unchecking the options, they always get instantly re-checked and the value reseted to zero.

Any idea what I might miss or is it intended to work like this ?

EDIT : It’s working now. Restarting Unity solved it. Great ! :slight_smile:

Thanks,


oxl

Hi,
Thank you for this brilliant tool, i hadn’t tried iTween before today and your editor sold it to me in second !

How do you exactly trigger an event in code if i uncheck the play auto box ? I don’t get it even with your post above ?
I get errors when using this code :

// Update is called once per frame
	void Update () 
	{
	if(Input.GetButtonDown("Horizontal"))
		{
			iTween();
		} 
	}

What if i put multiples iTweenEvents on a gameObject and want to trigger by code only one of them on a reason, more than one on another reason ? Is it possible to distinguish each iTweenEvents attach to a gameObject in the code ?

Thank you.

That’s nice!
Is there a wat, other to change color, to change the actual texture on an object? switching from a texture to another?

thanks, this is really useful for someone who doesn’t know how to code :slight_smile:

Great question SamSam if you figure it out please let me know and I’ll do the same.

wow! thanks for this!

What version of iTween does this work with, and can you use it for all platforms (and unity 1.7)?

It’s for iTween 2 and from what I’ve seen it looks like it only works (friendly) with Unity 3.

Thanks for this awsome addition to iTween,
but as Zeek , i still can’t Play() an animation from my JS code.

Let’s say i have 3 tweensEditors in a given Object, how do i trigger each event individually via JavaScript ??

Thanks a lot for your effort on this!.

Cheers…
PG

Nice! Thanks.

Version 0.2 is out which adds the ability to use the path parameter of the MoveTo and MoveFrom. Also, adds in the ability to use the callback functionality of iTween.

SamSam, Zeek, PGstudio:

Attached is an example of triggering a tween that is set to not play automatically via code. In this case, clicking on the sphere starts the tween on the box.

In that example, if you had multiple tweens on your box and you wanted to trigger a specific one, you could use GetComponents instead of GetComponent and iterate through the iTweenEvent objects, checking the type property of each one until you find the one you want. That assumes you can distinguish between events via type. If you have multiple tweens of the same type that you want to trigger then we’d have to figure something else out. I suppose I could add a name variable to the iTweenEvent if people would find that useful.

420743–14601–$PlayExample.zip (214 KB)