Comments (25)
Will get on it within the weekend. Thanks for reporting it, and sorry for the
bug.
Original comment by [email protected]
on 5 Jul 2012 at 11:47
- Added labels: Priority-High
- Removed labels: Priority-Medium
from hotween.
Tried to replicate this issue (with 110 waypoints and a timeScale that
increases from 1 to 15), but OnComplete appears to work perfectly. Could you
attach a non-working example so I can see what's going on?
Original comment by [email protected]
on 5 Jul 2012 at 5:55
- Changed state: Started
from hotween.
You may have to try it a few times and run it for a few loops. It doesn't break
100% of the time. I would say 10% of the time once it hits waypoint 98 or above
running at timescale 12 and above onComplete will finish.
Also try using 2 waypoint paths. The onComplete finished prematurely more often
when multiple paths are looping at the same time.
Do you have a way to debug onComplete? It would be easier if I could send you a
total time and the time when onComplete happens.
Original comment by [email protected]
on 7 Jul 2012 at 1:16
from hotween.
I'm sorry, but I re-tried many times with more than one path, but without
success (or better, without failure :P - at least in the meantime I updated
HOTween with new stuff). I re-checked the code but can't find a reason why this
bug might happen, so I'd really need a sample. Not sure what you meant with
sending me a total time plus time of issue.
Sorry if this issue is so difficult to replicate, and thanks for the help.
Original comment by [email protected]
on 7 Jul 2012 at 7:07
from hotween.
Original comment by [email protected]
on 13 Jul 2012 at 8:04
- Changed title: OnComplete is not reliable?
from hotween.
(just changing labels)
Original comment by [email protected]
on 14 Jul 2012 at 12:10
- Changed state: DataNeeded
from hotween.
Since our project is hitting the deadline I won't have time to completely
sample code.
I am using Waypoint Manager System to create the waypoints. The last time this
happened it seems that OnComplete has the correct time duration but it's at the
wrong waypoint when the end comes.
For example I have 110 waypoints with a duration of 342.0085. Most of the time
it will go all the way to waypoint 110 and end right at the duration. When it
goes wrong, OnComplete triggers with a duration of 342.0085 but the object is
at waypoint 99 instead of 110.
It feels like somehow changing the timeScale is sometimes throwing off the
tweening.
When I get more time I will try to create a sample Unity project with just the
waypoints and objects with a button that increases the timescale by 1 each
click. For now it will just be a known bug that happens occasionally.
I really appreciate the efforts to help nail down the problem and even with
this issue it's still a really great asset.
Original comment by [email protected]
on 14 Jul 2012 at 4:06
from hotween.
Thanks :) I'm actually still trying to replicate the error, though I never used
such a long duration. Will try it now.
A question: when onComplete happens erroneously, did you notice that the object
was at the exact position of a previous waypoint, as you mentioned, or
sometimes it could be in the middle between two waypoints? Knowing that might
help me understand it better.
Original comment by [email protected]
on 14 Jul 2012 at 4:46
from hotween.
Yes something at really high timeScales like 18-20 it will stop between
waypoints.
I'm starting to think it could be a timing issue with the button clicks
happening right when it hits a waypoint or something that would make it hard to
duplicate and only happen sometimes.
It almost always happens towards the end of the path though at waypoint 98 or
higher. Is there something that could adjust or refactor the duration after the
waypoints have been set?
Original comment by [email protected]
on 14 Jul 2012 at 5:11
from hotween.
No, there is nothing that can change the "real" duration after the tween has
been set (apart the new UsePartialPath method, which is not in the version
you're using). Mhmm I will try tomorrow to build a project with buttons, as you
mentioned. As of now, I "tween" the timescale onward and backwards while the
path is running. Maybe that will help.
Original comment by [email protected]
on 14 Jul 2012 at 7:24
from hotween.
Update. The last few times onComplete finished prematurely happened on a
waypoint. The timeScale was between 10.3 and 11.7 and the loop number was
between 6 and 9.
I'm not sure if this helps but until I can get you sample code I thought this
might be useful information.
Original comment by [email protected]
on 16 Jul 2012 at 8:51
from hotween.
Latest with a little more information.
I have logs that trigger onComplete and when an object reaching a waypoint.
This is a larger path with 400 waypoints.
Object reaches waypoint 349 at 0.01656641 TimeScale: 10.25001
Object reaches waypoint 350 at 0.01656672 TimeScale: 10.25001
Object reaches the end position 1332.812 at 0.01656672 TimeScale: 10.25001
This waypoint shares the same position as the starting waypoint. It seems to
trigger onComplete more often when it reaches any waypoint that shares the same
location as the first one. Although it has stopped on other waypoints.
I'm going to try moving this waypoint by a fraction and see if that help.
Original comment by [email protected]
on 17 Jul 2012 at 3:17
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Hey thanks a lot for the latest infos. And sorry if I'm being kind of
unresponsive, but these days are being a mess.
I made many other tests and the tween always completes at the exact ending
waypoint. We are talking about *OnComplete*, and not *OnStepComplete*, right?
OnStepComplete usually doesn't coincide with the last value of a tween (unless
it's the last loop), but with a "further" one (which depending on the loop type
can be a value near the end one or near the starting one), because HOTween uses
"precise increments", meaning that it doesn't simply stop and restarts when a
loop completes, but precisely calculates where the value should be according to
the elapsed time (this is actually a feature, which allows HOTween to run with
almost perfect timing and motion).
If so, I'm starting to think this might be somehow related to Simple Waypoint
System. If/when you have time, could you send me a small package with a sample
scene with all those waypoints and SWS implemented? Even if it doesn't
reproduce the bug, it will be a different starting point for me, and I will see
exactly how the loop and the waypoints are set.
Original comment by [email protected]
on 18 Jul 2012 at 1:31
from hotween.
[deleted comment]
from hotween.
Might've found the issue. I talked to Baroni yesterday (who mentioned this
issue too), and it actually seems to be related to SWS (though neither Baroni
nor I could understand the reason), and to the fact that it re-creates the
tweens at some determined positions. Baroni is working on a new release which
avoids this bug and implements the new HOTween "partial path" option.
BTW, yesterday I managed to see this issue in a project Baroni sent me, which
contained an older version of SWS. While instead everything seemed to run well
on your sample (even after many minutes, and also when I started playing with
speed). I'm not sure which version of SWS I have, but maybe Baroni already
released something that fixes this?
Original comment by [email protected]
on 19 Jul 2012 at 4:28
- Changed state: Invalid
from hotween.
It doesn't happen 100% of the time. You may have to run it 4-5 times in order
to see it complete early. I have the latest version of SWS that is submitted to
the Unity Asset Store.
Original comment by [email protected]
on 19 Jul 2012 at 6:36
from hotween.
I had it run a lot without anything happening. Maybe I have an older version of
SWS without this issue? I'll try again later. Anyway, I marked this as a
non-HOTween issue, so I guess it's up to the new SWS now :)
I asked Baroni, and he told me he's in contact with you about the new SWS
release, so this will be solved soon.
Original comment by [email protected]
on 20 Jul 2012 at 9:29
from hotween.
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