Comments (11)
I managed to reach the expected outcome by replacing the OnComplete with an AppendCallback on the sequence. I haven't tested if this works if you appended another tween to the end of the AppendCallback.
int dummy = 0;
float duration1 = 0.001f;
float duration2 = 0.0010001f;
bool isTweenCompleted = false;
Sequence itemSequence = DOTween.Sequence()
.AppendInterval(duration1)
.Append(DOTween.To(() => 0, i => dummy = i, 20, duration2))
.AppendCallback(()=> {
Debug.Log("OnComplete tween");
isTweenCompleted = true;
})
.OnComplete(() => { Debug.Log("OnComplete sequence, " + (isTweenCompleted ? "ok" : "BUG")); });
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+1
Recently I received an unexpected behavior that some OnComplete events in Sequence not called
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any fix or solutions? also have this problem:when tweens in a sequence have a very short duration,the last tween's oncomplete won't be called
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Hey, can you try this last version 1.1.140 and let me know? It should've fixed this issue.
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yes,it works,thank you~
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but i put the latest source code to my project ,the problem is still there :(
i prefer source code to dlls
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That is weird. You tried both the DLL and the source in the same project, and only the source is working? I did update the source too, as usual.
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I bumped today into the same problem, wasted 2 hours till I found out and fixed it by splitting the Sequence into several Tweeners and handling code flow via a simple bool.
I hope this will be fixed in the future since sequences are wonderfully elegant!
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Hey Ruben! :)
Can you try to 1.1.140 version I posted a few posts above yours? That should've fixed the issue.
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That 1.1.140 Version that was posted before didn't worked for me, well at least on my current project but I will investigate in it on a fresh project. Maybe my current project was simply messed up or something.
Thanks!
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Thanks! Let me know. I added a fail-safe routine, and on all my test projects it works.
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